4.2
Question
Hello guys so I have a little problem with my character script it is that i need it to crouch jump which works good enough and i need it to not have the ability to crouch after i jumped or if i am mid air
here is the script
extends CharacterBody3D
Player nodes
@onready var neck: Node3D = $neck
@onready var head =$neck/head
@onready var eyes: Node3D = $neck/head/eyes
@onready var standing_collision_shape: CollisionShape3D = $standing_collision_shape
@onready var crouching_collision_shape: CollisionShape3D = $crouching_collision_shape
@onready var ray_cast_3d: RayCast3D = $RayCast3D
@onready var camera_3d: Camera3D = $neck/head/eyes/Camera3D
Speed vars
var current_speed = 5.0
const walking_speed = 5.0
const sprinting_speed = 8.0
const crouching_speed = 3.0
States
var walking = false
var sprinting = false
var crouching = false
var free_looking = false
var sliding = false
Slide vars
var slide_timer = 0.0
var slide_timer_max = 1.0
var slide_vector = Vector2.ZERO
var slide_speed = 10.0
Head bobbing vars
const head_bobbing_sprinting_speed = 22.0
const head_bobbing_walking_speed = 14.0
const head_bobbing_crouching_speed = 10.0
const head_bobbing_sprinting_intensity = 0.2
const head_bobbing_walking_intensity = 0.1
const head_bobbing_crouching_intensity = 0.05
var head_bobbing_vector = Vector2.ZERO
var head_bobbing_index = 0.0
var head_bobbing_current_intensity = 0.0
Movement vars
var crouching_depth = -0.5
const jump_velocity = 4.5
var lerp_speed = 10
var air_lerp_speed = 3
var free_look_tilt_amount = 8
Input vars
var direction = Vector3.ZERO
const mouse_sens = 0.25
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(event: InputEvent) → void:
# Mouse looking logic
if event is InputEventMouseMotion:
if free_looking:
neck.rotate_y(deg_to_rad(-event.relative.x * mouse_sens))
neck.rotation.y = clamp(neck.rotation.y,deg_to_rad(-120),deg_to_rad(120))
else:
rotate_y(deg_to_rad(-event.relative.x * mouse_sens))
head.rotate_x(deg_to_rad(-event.relative.y * mouse_sens))
head.rotation.x = clamp(head.rotation.x,deg_to_rad(-89),deg_to_rad(89))
func _process(delta):
if Input.is_action_just_pressed(“quit”):
get_tree().quit()
func _physics_process(delta: float) → void:
# Getting movement input
var input_dir := Input.get_vector(“left”, “right”, “forward”, “backward”)
# Handle movement state
# Crouching
if Input.is_action_pressed("crouch") || sliding:
current_speed = lerp(current_speed,crouching_speed,delta*lerp_speed)
head.position.y = lerp(head.position.y,+ crouching_depth,delta*lerp_speed)
standing_collision_shape.disabled = true
crouching_collision_shape.disabled = false
# Slide begin logic
if sprinting && input_dir != Vector2.ZERO:
sliding = true
slide_timer = slide_timer_max
slide_vector = input_dir
free_looking = true
print("slide begin")
walking = false
sprinting = false
crouching = true
elif !ray_cast_3d.is_colliding():
# Standing
standing_collision_shape.disabled = false
crouching_collision_shape.disabled = true
head.position.y = lerp(head.position.y,0.0,delta*lerp_speed)
if Input.is_action_pressed("sprint"):
# Sprinting
current_speed = lerp(current_speed,sprinting_speed,delta*lerp_speed)
walking = false
sprinting = true
crouching = false
else:
# Walking
current_speed = lerp(current_speed,walking_speed,delta*lerp_speed)
walking = true
sprinting = false
crouching = false
# Handle free looking
if Input.is_action_pressed("free_look") || sliding:
free_looking = true
if sliding:
camera_3d.rotation.z = lerp(camera_3d.rotation.z,-deg_to_rad(7.0),delta*lerp_speed)
else:
camera_3d.rotation.z = -deg_to_rad(neck.rotation.y*free_look_tilt_amount)
else:
free_looking = false
neck.rotation.y = lerp(neck.rotation.y,0.0,delta*lerp_speed)
camera_3d.rotation.z = lerp(camera_3d.rotation.z,0.0,delta*lerp_speed)
# Handle sliding
if sliding:
slide_timer -= delta
if slide_timer <= 0:
sliding = false
print("slide end")
free_looking = false
# Handle headbob
if sprinting:
head_bobbing_current_intensity = head_bobbing_sprinting_intensity
head_bobbing_index += head_bobbing_sprinting_speed*delta
elif walking:
head_bobbing_current_intensity = head_bobbing_walking_intensity
head_bobbing_index += head_bobbing_walking_speed*delta
elif crouching:
head_bobbing_current_intensity = head_bobbing_crouching_intensity
head_bobbing_index += head_bobbing_crouching_speed*delta
if is_on_floor() && !sliding && input_dir != Vector2.ZERO:
head_bobbing_vector.y = sin(head_bobbing_index)
head_bobbing_vector.x = sin(head_bobbing_index/2)+0.5
eyes.position.y = lerp(eyes.position.y,head_bobbing_vector.y*(head_bobbing_current_intensity/2.0),delta*lerp_speed)
eyes.position.x = lerp(eyes.position.x,head_bobbing_vector.x*head_bobbing_current_intensity,delta*lerp_speed)
else:
eyes.position.y = lerp(eyes.position.y,0.0,delta*lerp_speed)
eyes.position.x = lerp(eyes.position.x,0.0,delta*lerp_speed)
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor and !ray_cast_3d.is_colliding():
velocity.y = jump_velocity
sliding = false
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
if is_on_floor():
direction = lerp(direction,(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(),delta*lerp_speed)
else:
if input_dir != Vector2.ZERO:
direction = lerp(direction,(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(),delta*air_lerp_speed)
if sliding:
direction = (transform.basis * Vector3(slide_vector.x,0,slide_vector.y)).normalized()
current_speed = (slide_timer + 0.1) * slide_speed
if direction:
velocity.x = direction.x * current_speed
velocity.z = direction.z * current_speed
else:
velocity.x = move_toward(velocity.x, 0, current_speed)
velocity.z = move_toward(velocity.z, 0, current_speed)
move_and_slide()