godot_rl_Racer / FlyCam.gd
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extends CharacterBody3D
@export var look_sensitivity: float = 0.005
@export var max_speed : float = 5.0
var is_controlled = false
func _ready():
GameManager.register_flycam(self)
func set_control(value):
is_controlled = value
$Camera3D.current = value
func _process(_delta):
var input_dir = Input.get_vector("turn_left", "turn_right", "accelerate", "reverse")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
direction.y = Input.get_axis("cam_down", "cam_up")
if direction:
velocity.x = direction.x * max_speed
velocity.y = direction.y * max_speed
velocity.z = direction.z * max_speed
else:
velocity.x = move_toward(velocity.x, 0, max_speed)
velocity.y = move_toward(velocity.y, 0, max_speed)
velocity.z = move_toward(velocity.z, 0, max_speed)
move_and_slide()
func _unhandled_input(event):
if is_controlled and event is InputEventMouseMotion:
rotate_y(-event.relative.x * look_sensitivity)
$Camera3D.rotate_x(-event.relative.y * look_sensitivity)
$Camera3D.rotation.x = clamp($Camera3D.rotation.x, -PI/2, PI/2)