62 lines
1.9 KiB
GDScript
62 lines
1.9 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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@export var CAMERA_SPEED = 0.01
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@onready var camera := $Camera
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@onready var camera3d := $Camera/Camera3D
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var is_going= false
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var num = 0
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var img_num
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# se vede un qualsiasi input
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion:
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camera.rotate_y(-event.relative.x * CAMERA_SPEED)
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camera3d.rotate_x(-event.relative.y * CAMERA_SPEED)
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camera3d.rotation.x = clamp(camera3d.rotation.x, deg_to_rad(-50), deg_to_rad(60))
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("fotocamera"):
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is_going = true
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if event.is_action_released("fotocamera"):
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is_going= false
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if event.is_action_pressed('screenshot') and is_going:
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take_screenshot()
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num+=1
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print(num)
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func take_screenshot() -> void:
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img_num = str(num)
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get_viewport().get_texture().get_image().save_png('screenshot/image'+img_num+'.png')
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num+=1
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print(num)
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("left", "right", "up", "down")
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var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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