Files
Cinderwild/scripts/player/player.gd
Paul Bailey 12f7fd677d M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
Scenery (all procedural, seeded, no imported assets):
- Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals
- 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes,
  logs and stumps, batched as MultiMesh per 48 m cell
- Wind-animated grass and flowers streamed in tiles around the player
- Lake (depth-shaded water with shore foam), ocean to the horizon,
  cloud sky shader, volumetric fog, glow, softer shadows
- Swimming: float at the surface, swim-jump to climb out

World bounds:
- Steep mountain rim with an invisible wall partway up; one side opens to
  a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an
  island so the mesh edge is never visible
- Respawn safety net if the player leaves the walkable area or the map
- Fix: the cliff edge now tracks the wall in the headlands (it used to
  drop away inside the wall, leaving a pit with lake water hanging over it)

Tests: tests/test_boundary.gd (24-direction escape attempt) and
tests/test_terrain_edges.gd (no ground below waterline near the wall).

Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7
importer, .uid files added) and documents it in the setup guide.
2026-11-03 23:49:39 +00:00

66 lines
2.7 KiB
GDScript

extends CharacterBody3D
## First-person player controller.
##
## Move (WASD), look (mouse), jump (space), sprint (shift). Gravity + ground
## collision via CharacterBody3D. In deep water the player floats with their
## head above the surface and moves at swimming speed. 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 swim_speed: float = 2.6
@export var jump_velocity: float = 5.5
@export var mouse_sensitivity: float = 0.0025
## Set by world.gd from the terrain. Feet this far below the surface = swimming.
@export var water_level: float = -INF
const FLOAT_DEPTH := 1.3
@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:
var float_y := water_level - FLOAT_DEPTH
var swimming := global_position.y < float_y + 0.05 and not is_on_floor()
if global_position.y < float_y:
# Buoyancy: ease back up to floating height.
velocity.y = move_toward(velocity.y, clampf((float_y - global_position.y) * 4.0, -3.0, 3.0), 20.0 * delta)
elif not is_on_floor():
velocity.y -= _gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
elif Input.is_action_just_pressed("jump") and global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3:
# Swim-jump: kick up out of the water to climb onto a bank.
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 swimming:
current_speed = swim_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()