【发布时间】:2021-07-27 05:56:07
【问题描述】:
所以我是 godot 的新手,我遇到了问题。当相机移动时,玩家的身体不会跟随相机当我用相机环顾四周时,玩家的身体保持不变,例如如果我向右转时使用wasd,那将是aswd。球员运动很艰难,但我得到了帮助。如果您能提供帮助,那将非常酷,我只是想学习编码。这对我来说很难。
p.s 抱歉语法不好
extends KinematicBody
signal hit
# How fast the player moves in meters per second.
export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
export var fall_acceleration = 50
# Vertical impulse applied to the character upon jumping in meters per second.
export var jump_impulse = 30
# Vertical impulse applied to the character upon bouncing over a mob in meters per second.
export var bounce_impulse = 16
# stats
var curHP : int = 10
var maxHP : int = 10
var ammo : int = 15
var score : int = 0
# cam look
var minLookAngle : float = -90.0
var maxLookAngle : float = 90.0
var lookSensitivity : float = 10.0
# vectors
var vel : Vector3 = Vector3()
var mouseDelta : Vector2 = Vector2()
# components
onready var camera : Camera = get_node("Camera")
onready var muzzle : Spatial = get_node("Camera/Muzzle")
# Emitted when a mob hit the player.
var velocity = Vector3.ZERO
func _physics_process(delta):
var direction = Vector3.ZERO
if Input.is_action_pressed("move_right"):
direction.x += 1
if Input.is_action_pressed("move_left"):
direction.x -= 1
if Input.is_action_pressed("move_back"):
direction.z += 1
if Input.is_action_pressed("move_forward"):
direction.z -= 1
#sprinting
if Input.is_action_pressed("move_sprint"):
speed = 50
if Input.is_action_just_released("move_sprint"):
speed = 14
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# Jumping.
if is_on_floor() and Input.is_action_just_pressed("move_jump"):
velocity.y += jump_impulse
velocity.y -= fall_acceleration * delta
velocity = move_and_slide(velocity, Vector3.UP)
func _ready():
# hide and lock the mouse cursor
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(delta):
# rotate the camera along the x axis
camera.rotation_degrees.x -= mouseDelta.y * lookSensitivity * delta
# clamp camera x rotation axis
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, minLookAngle, maxLookAngle)
# rotate the player along their y-axis
rotation_degrees.y -= mouseDelta.x * lookSensitivity * delta
# reset the mouseDelta vector
mouseDelta = Vector2()
func _input(event):
if event is InputEventMouseMotion:
mouseDelta = event.relative
【问题讨论】:
标签: godot