extends CharacterBody3D @export var move_right_action := "move_right" @export var move_left_action := "move_left" @export var move_down_action := "move_down" @export var move_up_action := "move_up" @export var dash_action := "dash" @onready var geometry = $Geometry var angle = 0 var is_dashing = false var dash_time = 0 const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const DASH_SPEED: float = 20 const DASH_DURATION: float = 0.2 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector(move_left_action, move_right_action, move_up_action, move_down_action) 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 angle = direction.signed_angle_to(Vector3.FORWARD, Vector3.UP) geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0)) else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) if Input.is_action_just_pressed("dash_p1"): is_dashing = true; dash_time = DASH_DURATION if is_dashing: velocity.x = sin(angle) * DASH_SPEED velocity.z = -cos(angle) * DASH_SPEED geometry.global_basis = Basis.from_euler(Vector3(-0.3, -angle, 0)) dash_time -= delta if dash_time <= 0: is_dashing = false move_and_slide()