class_name Player extends CharacterBody3D @export var color : Color = Color.DODGER_BLUE @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" @export var bomb_action := "bomp" @export var coloring_sprite_path : NodePath @export var coloring_bomb_sprite_path : NodePath @onready var geometry: MeshInstance3D = $Geometry @onready var collision: CollisionShape3D = $CollisionShape3D signal bomb_triggered var score : int = 0 var energy : float = 1.0 var radius = 0.15 var angle = 0 var is_dashing = false var dash_time = 0 var bomb_time = 0 var coloring_sprite : Sprite2D var coloring_bomb_sprite : Sprite2D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const DASH_SPEED: float = 20 const DASH_DURATION: float = 0.2 const BOMB_DURATION: float = 0.1 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): coloring_sprite = get_node(coloring_sprite_path) coloring_bomb_sprite = get_node(coloring_bomb_sprite_path) coloring_sprite.modulate = color coloring_sprite.visible = true coloring_bomb_sprite.modulate = color coloring_bomb_sprite.visible = false 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 if bomb_time > 0: bomb_time -= delta if bomb_time <= 0: coloring_bomb_sprite.visible = false bomb_time = 0 else: if Input.is_action_just_pressed(bomb_action): coloring_bomb_sprite.visible = true; bomb_time = BOMB_DURATION # 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) geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0)) if Input.is_action_just_pressed(dash_action): 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() coloring_sprite.global_position = calc_coloring_position() coloring_bomb_sprite.global_position = coloring_sprite.global_position func calc_coloring_position(): var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512) return result;