Godot 3: How to walk on walls using Gravity and Gravity Direction?
I want to make a 3D game on Godot with the player who can walk on walls and ceiling but I've tried to make this but it didn't work :(
This is the code of my Player First Person Controller:
extends KinematicBody
export var GravityDirection = Vector3(-9.8, 0, 0)
var held_object: Object
var velocity = Vector3.ZERO
var speed = 10
var MAX_SPEED = 30
var GravityStrength = 9.8
var throw_force: float = 200
var wall_one = Vector3(-9.8, 0, 0)
var wall_two = Vector3(0, 0, -9.8)
var wall_three = Vector3(9.8, 0, 0)
var wall_four = Vector3(0, 0, 9.8)
var ground = Vector3(0, -9.8, 0)
onready var ray = $"Camera/Hand/RayCast"
onready var hold_position = $"Camera/Hand/HoldPosition"
# Camera
onready var player_camera = $"Camera"
var spin = 0.1
export var mouse_sensitivity = 5
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
var Gravity = GravityStrength * GravityDirection
var Velocity = Gravity * delta
move_and_collide(Velocity)
var run_once = 0
while 1:
if run_once == 0:
if GravityDirection == wall_one:
rotate_x(90)
run_once = 1
player_camera.rotation_degrees.y = 180
player_camera.rotation_degrees.z = 0
if Input.is_action_just_pressed("player_fire"):
fire()
if not is_on_floor():
Velocity.y += -GravityStrength
movement(delta)
velocity = move_and_slide(velocity, Vector3.ZERO)
if Input.is_action_just_pressed("player_pick"):
if held_object:
held_object.mode = RigidBody.MODE_RIGID
held_object.collision_mask = 1
held_object = null
else:
if ray.get_collider():
held_object = ray.get_collider()
held_object.mode = RigidBody.MODE_KINEMATIC
held_object.collision_mask = 0
if held_object:
held_object.global_transform.origin = hold_position.global_transform.origin
#_process_input()
#_process_gravity()
# Mouvement
func movement(_delta):
var dir = Vector3.ZERO
var vel_y = velocity.y
velocity = Vector3.ZERO
# Movement forward and backward
if Input.is_action_pressed("player_forward"):
dir += transform.basis.z
elif Input.is_action_pressed("player_backward"):
dir -= transform.basis.z
# Movement Left and Right
if Input.is_action_pressed("player_left"):
dir += transform.basis.x
elif Input.is_action_pressed("player_right"):
dir -= transform.basis.x
velocity = dir.normalized() * speed
velocity.y = vel_y
func _input(event):
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(lerp(0, -spin, event.relative.x * (mouse_sensitivity * 0.01) ))
player_camera.rotate_x(lerp(0,spin, event.relative.y * (mouse_sensitivity * 0.01)) )
#Clamp vertical rotation
var curr_rot = player_camera.rotation_degrees
curr_rot.x = clamp(curr_rot.x, -60, 60)
player_camera.rotation_degrees = curr_rot
func fire():
print("fire")
if ray.get_collider() != null and ray.get_collider().is_in_group("enemy"):
print(ray.get_collider())
ray.get_collider().hp -= 10
In the code, you can find fonctions for the camera and gravity system. Also, there is a fonction to pick up rigid bodies. I want to make a system where when the Gravity has a specific direction, the mesh rotate to 90°. I've made a "GlobalRay" with 6 RayCast to detect collisions (walls) and register face blablabla... you've understood but I don't know how to make a system like this!!!
I think there is a way to optimize the script, so, I need help :D
If you can perform my code it's nice! Have a nice code!
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