extends CharacterBody3D @export var speed = 5.0 @export var sprint_speed = 10.0 @export var crouch_speed = 2.0 @export var jump_velocity = 4.5 @export var mouse_sensitivity = 0.002 @export var turn_speed = 10.0 @onready var camera = $Camera3D 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: rotate_y(-event.relative.x * mouse_sensitivity) camera.rotate_x(-event.relative.y * mouse_sensitivity) camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2) func _physics_process(delta): if not is_on_floor(): velocity.y -= gravity * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = jump_velocity var input_dir = Input.get_vector("slideLeft", "slideRight", "backward", "forward") input_dir = -input_dir var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: var current_speed = speed if Input.is_action_pressed("sprint"): current_speed = sprint_speed elif Input.is_action_pressed("crouch"): current_speed = crouch_speed velocity.x = direction.x * current_speed velocity.z = direction.z * current_speed # Smoothly rotate player to face movement direction only if moving forward/backward if input_dir.y != 0: var target_angle = atan2(direction.x, direction.z) rotation.y = lerp_angle(rotation.y, target_angle, delta * turn_speed) else: velocity.x = move_toward(velocity.x, 0, speed) velocity.z = move_toward(velocity.z, 0, speed) move_and_slide()