extends CharacterBody3D
var pickup=false
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@onready var camera = $Camera3D
const SENSITIVITY = 0.1
@onready var pickup_position = $Camera3D/Pickup
@onready var world=$".."
var ball: RigidBody3D
var cooldown = 1.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event):
if event is InputEventMouseMotion:
camera.rotation_degrees.x -= event.relative.y * SENSITIVITY
rotation_degrees.y -= event.relative.x * SENSITIVITY
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
if Input.is_action_just_pressed("shoot"):
if ball:
ball.freeze = false
ball.reparent(world)
ball.apply_central_impulse(camera.global_transform.basis.z * -7)
ball = null
cooldown = 0.5
cooldown -= delta
func body_pickup(body):
if body is RigidBody3D and not ball:
if cooldown <= 0:
if pickup:
return
pickup=true
body.reparent(pickup_position)
body.global_position = pickup_position.global_position
body.freeze = true
ball = body
pickup=false
this should work now
the GIF: