Files
2026-07-31 18:18:18 +02:00

90 lines
2.5 KiB
GDScript

extends CharacterBody3D
var SPEED = 20
var JUMP_VELOCITY = 8
@onready var arm: Node3D = $arm
@onready var model: Node3D = $model
# GESTION CAMERA --------------------------
@onready var spring_arm: SpringArm3D = $arm/SpringArm3D
@onready var camera: Camera3D = $arm/SpringArm3D/Camera3D
@onready var camera_pov: Camera3D = $Camera3D_POV
var third_person : bool = true
@onready var sprite_tuto: Sprite3D = $SpriteTuto
@onready var label_tuto: Label = $SpriteTuto/SubViewport/Label
@onready var audio_footstep: AudioStreamPlayer3D = $Audio_Footstep
var footstep_sounds: Array[AudioStream] = [
preload("res://assets/audio/footsteps/dirt_step_1.wav"),
preload("res://assets/audio/footsteps/dirt_step_2.wav"),
preload("res://assets/audio/footsteps/dirt_step_3.wav"),
preload("res://assets/audio/footsteps/dirt_step_4.wav")
]
var footstep_timer: float = 0.0
const FOOTSTEP_DELAY: float = 0.15
@onready var pause: Control = $pause
var can_play : bool = true
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
label_tuto.text = Sauvegarde.get_text("tuto_1")
if third_person:
camera.make_current()
else:
camera_pov.make_current()
model.visible = false
func _input(_event):
if Input.is_action_just_pressed("ui_cancel"):
if !get_tree().paused:
pause.pause()
else:
pause.resume()
func _physics_process(delta: float) -> void:
# 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():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_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)
# footstep sounds
if is_on_floor() and Vector2(velocity.x, velocity.z).length() > 0.5:
footstep_timer -= delta
if footstep_timer <= 0.0:
play_random_footstep()
footstep_timer = FOOTSTEP_DELAY
else:
footstep_timer = 0.0
if can_play:
move_and_slide()
func play_random_footstep( pitch=[0.85, 1.15] ) -> void:
var random_index = randi() % footstep_sounds.size()
audio_footstep.stream = footstep_sounds[random_index]
audio_footstep.pitch_scale = randf_range( pitch[0], pitch[1] )
audio_footstep.play()