extends CharacterBody3D ## First-person player controller — M0. ## ## Move (WASD), look (mouse), jump (space). Gravity + ground collision via ## CharacterBody3D. Deliberately minimal: no stamina/health yet (M1), no network ## ownership yet (M2). Press ESC to free the mouse, click to recapture. @export var speed: float = 5.0 @export var sprint_speed: float = 8.0 @export var jump_velocity: float = 5.5 @export var mouse_sensitivity: float = 0.0025 @onready var camera: Camera3D = $Camera3D var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8) func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: rotate_y(-event.relative.x * mouse_sensitivity) camera.rotate_x(-event.relative.y * mouse_sensitivity) camera.rotation.x = clamp(camera.rotation.x, -1.4, 1.4) elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE elif event is InputEventMouseButton and event.pressed: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _physics_process(delta: float) -> void: 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("move_left", "move_right", "move_forward", "move_back") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var current_speed := sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed if direction: velocity.x = direction.x * current_speed velocity.z = direction.z * current_speed else: velocity.x = move_toward(velocity.x, 0, current_speed) velocity.z = move_toward(velocity.z, 0, current_speed) move_and_slide()