Photo_Game/Script/Player.gd
2025-09-16 17:23:28 +02:00

62 lines
1.9 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var CAMERA_SPEED = 0.01
@onready var camera := $Camera
@onready var camera3d := $Camera/Camera3D
var is_going= false
var num = 0
var img_num
# se vede un qualsiasi input
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
camera.rotate_y(-event.relative.x * CAMERA_SPEED)
camera3d.rotate_x(-event.relative.y * CAMERA_SPEED)
camera3d.rotation.x = clamp(camera3d.rotation.x, deg_to_rad(-50), deg_to_rad(60))
func _input(event: InputEvent) -> void:
if event.is_action_pressed("fotocamera"):
is_going = true
if event.is_action_released("fotocamera"):
is_going= false
if event.is_action_pressed('screenshot') and is_going:
take_screenshot()
num+=1
print(num)
func take_screenshot() -> void:
img_num = str(num)
get_viewport().get_texture().get_image().save_png('screenshot/image'+img_num+'.png')
num+=1
print(num)
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.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "up", "down")
var direction = (camera.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()