Twin stick movement in 2.5D, like Enter the Gungeon

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I’m trying to change the below code into twin stick movement, where WASD moves left and right, up and down, and the rotation of the sprite is based on where the cursor is.

``````extends CharacterBody3D

# How fast the player moves in meters per second.
@export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
@export var fall_acceleration = 75

@export var jump_impulse = 20

animation_tree.active = true

func _physics_process(delta):
var direction = Vector3.ZERO

if Input.is_action_pressed("ui_right"):
direction.x += 1
if Input.is_action_pressed("ui_left"):
direction.x -= 1
if Input.is_action_pressed("ui_down"):
direction.z += 1
if Input.is_action_pressed("ui_up"):
direction.z -= 1

if direction != Vector3.ZERO:

animation_tree.set('parameters/Idle/blend_position', direction)

direction = direction.normalized()

velocity.x = direction.x * speed
velocity.z = direction.z * speed
velocity.y -= fall_acceleration * delta
move_and_slide()

if is_on_floor() or is_on_ceiling():
velocity.y = 0.0

if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y += jump_impulse
``````

imgur link of what it look like now. Any help is appreciated, thanks!

Got it mostly working: Godot 4.0rc1 Enter the Gungeon movement - Album on Imgur

``````extends CharacterBody3D

# How fast the player moves in meters per second.
@export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
@export var fall_acceleration = 75

@export var jump_impulse = 20

const IDLE_BLEND_POSITION : String = 'parameters/Idle/blend_position'

animation_tree.active = true

func _physics_process(delta):
var direction = Vector3.ZERO

if Input.is_action_pressed("ui_right"):
direction.x += 1
if Input.is_action_pressed("ui_left"):
direction.x -= 1
if Input.is_action_pressed("ui_down"):
direction.z += 1
if Input.is_action_pressed("ui_up"):
direction.z -= 1

if direction != Vector3.ZERO:
direction = direction.normalized()

velocity.x = direction.x * speed
velocity.z = direction.z * speed
velocity.y -= fall_acceleration * delta
move_and_slide()

var Y_SHOOTING_OFFSET = 1.0
var global_transform = Vector3(0,0,0)
var shooting_origin = global_transform + Vector3(0.0, Y_SHOOTING_OFFSET, 0.0)
var screen_mouse_position = get_viewport().get_mouse_position()
var screen_shooting_position = \$Camera3D.unproject_position(shooting_origin)
var screen_shooting_direction = screen_mouse_position - screen_shooting_position
var shooting_direction = Vector3(screen_shooting_direction.x, 0.0, screen_shooting_direction.y * sqrt(2)) # sqrt(2) on Y axis because of this particular 45° camera setup
animation_tree.set(IDLE_BLEND_POSITION, screen_shooting_direction)

if is_on_floor() or is_on_ceiling():
velocity.y = 0.0

if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y += jump_impulse
``````

okee_dokee | 2023-02-16 15:21

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