extends CharacterBody3D @export var SPEED: float = 10.0 @export var SENSI : float = 0.005 @export_group("Children") @export var head: Node3D var life: float = 100 var delay_shot:float = 0 var bullets:int = 11 var reloading:bool = false var current_time_reloading: float = 0 var bump: Vector3 = Vector3.ZERO var current_song = 0 func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED add_to_group("player") func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: head.rotate_x(-event.relative.y * SENSI) rotate_y(-event.relative.x * SENSI) head.rotation.x = clamp(head.rotation.x, -PI/2, PI/2) func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): if velocity.y < 0: velocity += get_gravity() * delta * 2 else: velocity += get_gravity() * delta * 3 var input_dir := Input.get_vector("left", "right", "up", "down") var direction := (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()