M0 scaffold: Godot 4 survival game skeleton + architecture/addon-SDK docs
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scripts/player/player.gd
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48
scripts/player/player.gd
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extends CharacterBody3D
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## First-person player controller — M0.
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##
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## Move (WASD), look (mouse), jump (space). Gravity + ground collision via
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## CharacterBody3D. Deliberately minimal: no stamina/health yet (M1), no network
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## ownership yet (M2). Press ESC to free the mouse, click to recapture.
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@export var speed: float = 5.0
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@export var sprint_speed: float = 8.0
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@export var jump_velocity: float = 5.5
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@export var mouse_sensitivity: float = 0.0025
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@onready var camera: Camera3D = $Camera3D
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var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clamp(camera.rotation.x, -1.4, 1.4)
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elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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elif event is InputEventMouseButton and event.pressed:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity.y -= _gravity * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = jump_velocity
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var current_speed := sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed
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if direction:
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velocity.x = direction.x * current_speed
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velocity.z = direction.z * current_speed
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else:
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velocity.x = move_toward(velocity.x, 0, current_speed)
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velocity.z = move_toward(velocity.z, 0, current_speed)
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move_and_slide()
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