WIP: add Camera3D, fix jump/forward-direction bugs, add mouse capture, build game.tscn composition

This commit is contained in:
claude-checkpoint-tooling
2026-08-21 00:39:13 +00:00
parent e2a77b055f
commit 7790670559
4 changed files with 76 additions and 25 deletions
+10
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@@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
[node name="Game" type="Node3D"]
[node name="Level" parent="." instance=ExtResource("1_level")]
[node name="Player" parent="." instance=ExtResource("2_player")]
+4
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@@ -18,3 +18,7 @@ shape = SubResource("CapsuleShape1")
[node name="CapsuleMesh" type="MeshInstance3D" parent="."] [node name="CapsuleMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh1") mesh = SubResource("CapsuleMesh1")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
current = true
+41 -12
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@@ -2,9 +2,9 @@ class_name Player
extends CharacterBody3D extends CharacterBody3D
## The player character controller. ## The player character controller.
## ##
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, and a ## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
## first-person Camera3D. Reads the spawn point from the current scene's ## first-person Camera3D with mouse-look. Reads the spawn point from the
## `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3). ## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
## ##
## No networking, no chunk code, no avatar UI — PC2 is local-only. ## No networking, no chunk code, no avatar UI — PC2 is local-only.
@@ -14,19 +14,29 @@ extends CharacterBody3D
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
const WALK_SPEED: float = 5.0 const WALK_SPEED: float = 5.0
const JUMP_VELOCITY: float = -4.5 const JUMP_VELOCITY: float = 4.5
const GRAVITY: float = 9.8 const GRAVITY: float = 9.8
## Mouse-look sensitivity (radians per pixel of relative motion).
const MOUSE_SENSITIVITY: float = 0.003
## Camera pitch is clamped so the player can't flip past looking straight
## up/down (which would otherwise let mouse-look invert on itself).
const PITCH_LIMIT: float = deg_to_rad(89.0)
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Input state # Input state
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
var _input_direction := Vector2.ZERO var _input_direction := Vector2.ZERO
var _camera_pitch: float = 0.0
@onready var _camera: Camera3D = $Camera3D
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# _ready — spawn at PlayerSpawn marker # _ready — spawn at PlayerSpawn marker, capture the mouse for look
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
func _ready() -> void: func _ready() -> void:
@@ -52,6 +62,11 @@ func _ready() -> void:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin") push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) global_position = Vector3(0, 1.0, 0)
# Capture the mouse for FPS-style look. Headless/test runs have no real
# window to capture input for, so guard against that rather than error.
if DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# _unhandled_input — capture keyboard / mouse for movement # _unhandled_input — capture keyboard / mouse for movement
@@ -60,11 +75,18 @@ func _ready() -> void:
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey: if event is InputEventKey:
var key := event as InputEventKey var key := event as InputEventKey
if key.pressed: if key.pressed and not key.echo:
_update_input_direction(key) _update_input_direction(key)
else: elif not key.pressed:
_clear_input_direction(key) _clear_input_direction(key)
elif event is InputEventMouseMotion: # Release the mouse so the player can get back to a menu/cursor.
if key.pressed and key.keycode == KEY_ESCAPE:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseButton and event.pressed:
# Clicking back into the viewport re-captures the mouse.
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE and DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_look(event as InputEventMouseMotion) _handle_mouse_look(event as InputEventMouseMotion)
@@ -93,7 +115,12 @@ func _clear_input_direction(key: InputEventKey) -> void:
func _handle_mouse_look(event: InputEventMouseMotion) -> void: func _handle_mouse_look(event: InputEventMouseMotion) -> void:
rotation.y -= event.relative.x * 0.002 # Yaw rotates the whole body (so movement direction turns with the
# look direction); pitch only tilts the camera, so the capsule itself
# never tips over.
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
_camera.rotation.x = _camera_pitch
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@@ -108,10 +135,12 @@ func _physics_process(delta: float) -> void:
# Jump. # Jump.
if is_on_floor() and Input.is_action_just_pressed("ui_accept"): if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
return
# Build movement direction from input. # Build movement direction from input. Godot's local "forward" is -Z, not
var direction := (_input_direction.x * transform.basis.x + # +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
# move the player backward when pressing forward (confirmed by reading
# Camera3D/Node3D's own convention: a node looks down its local -Z).
var direction := (_input_direction.x * transform.basis.x -
_input_direction.y * transform.basis.z).normalized() _input_direction.y * transform.basis.z).normalized()
velocity.x = direction.x * WALK_SPEED velocity.x = direction.x * WALK_SPEED
velocity.z = direction.z * WALK_SPEED velocity.z = direction.z * WALK_SPEED
+21 -13
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@@ -18,13 +18,15 @@ func _initialize() -> void:
func _run() -> void: func _run() -> void:
await process_frame await process_frame
print("SMOKE: loading test level scene") print("SMOKE: loading game scene")
# Load the test level scene (which includes the player). Use the same # Load scenes/game.tscn -- the real PC2 composition point (Level + Player
# SceneTree API as the real game so `current_scene` is populated before # as siblings, per docs/architecture/pc2_test_level.md §4), not the level
# the scene is added and its _ready() callbacks fire. That ordering is # scene directly. Use the same SceneTree API as the real game so
# what the player's spawn lookup (get_tree().current_scene) depends on. # `current_scene` is populated before the scene is added and its
var packed: PackedScene = load("res://scenes/worlds/test_level.tscn") # _ready() callbacks fire. That ordering is what the player's spawn
# lookup (get_tree().current_scene) depends on.
var packed: PackedScene = load("res://scenes/game.tscn")
var result := change_scene_to_packed(packed) var result := change_scene_to_packed(packed)
if result != OK: if result != OK:
printerr("SMOKE: failed to change scene, error ", result) printerr("SMOKE: failed to change scene, error ", result)
@@ -32,11 +34,11 @@ func _run() -> void:
return return
await scene_changed await scene_changed
var level: Node3D = current_scene as Node3D var game: Node3D = current_scene as Node3D
print("SMOKE: level ready") print("SMOKE: game scene ready")
# 1. Verify the player node exists in the scene tree. # 1. Verify the player node exists in the scene tree.
var player: Node = level.get_node("Player") var player: Node = game.get_node("Player")
_check("Player node exists in test level", player != null) _check("Player node exists in test level", player != null)
_check("Player is a CharacterBody3D", player is CharacterBody3D) _check("Player is a CharacterBody3D", player is CharacterBody3D)
@@ -52,13 +54,12 @@ func _run() -> void:
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null) mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
# 3. Verify the player spawned at the PlayerSpawn marker position. # 3. Verify the player spawned at the PlayerSpawn marker position.
var spawn_marker: Marker3D = level.get_node("PlayerSpawn") var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
_check("PlayerSpawn marker exists", spawn_marker != null) _check("PlayerSpawn marker exists", spawn_marker != null)
# The player's _ready() should have moved it to the spawn marker's # The player's _ready() should have moved it to the spawn marker's
# global position. Since both are direct children of the level root # global position. Compare global positions directly (not local) since
# (and the level root is at the origin), their global positions equal # Player and Level sit at different depths under Game.
# their local positions.
var expected_pos: Vector3 = spawn_marker.global_position var expected_pos: Vector3 = spawn_marker.global_position
_check("Player spawned at PlayerSpawn position", _check("Player spawned at PlayerSpawn position",
player.global_position == expected_pos) player.global_position == expected_pos)
@@ -71,6 +72,13 @@ func _run() -> void:
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED")) _check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
_check("Player has GRAVITY constant", constants.has("GRAVITY")) _check("Player has GRAVITY constant", constants.has("GRAVITY"))
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY")) _check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
# 5. Verify the player has a Camera3D so the game is actually viewable
# from the player's perspective, not just a walking capsule with no view.
var camera: Node = player.get_node_or_null("Camera3D")
_check("Player has a Camera3D", camera is Camera3D)
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed]) print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
quit(0 if _failed == 0 else 1) quit(0 if _failed == 0 else 1)