PC2: Basic visible player character representation + local movement controller #49

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reviewer-bot merged 10 commits from agent/9bfb90314053 into main 2026-08-21 00:41:53 +00:00
2 changed files with 181 additions and 0 deletions
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[gd_scene load_steps=1 format=3]
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
[node name="GroundMesh" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("mesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1" type="StaticBody3D" parent="Props"]
[node name="Prop1Mesh" type="MeshInstance3D" parent="Props/Prop1"]
mesh = SubResource("mesh_box1")
[node name="Prop2" type="StaticBody3D" parent="Props"]
[node name="Prop2Mesh" type="MeshInstance3D" parent="Props/Prop2"]
mesh = SubResource("mesh_cylinder")
[node name="Prop3" type="StaticBody3D" parent="Props"]
[node name="Prop3Mesh" type="MeshInstance3D" parent="Props/Prop3"]
mesh = SubResource("mesh_sphere")
[node name="Prop4" type="StaticBody3D" parent="Props"]
[node name="Prop4Mesh" type="MeshInstance3D" parent="Props/Prop4"]
mesh = SubResource("mesh_box2")
[node name="Prop5" type="StaticBody3D" parent="Props"]
[node name="Prop5Mesh" type="MeshInstance3D" parent="Props/Prop5"]
mesh = SubResource("mesh_box3")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-45.0, 0.0, 0.0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("env_bg")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.0, 0)
[sub_resource type="BoxMesh" id="mesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxMesh" id="mesh_box1"]
size = Vector3(1.5, 2.0, 1.5)
[sub_resource type="CylinderMesh" id="mesh_cylinder"]
top_radius = 0.5
bottom_radius = 0.5
height = 2.0
[sub_resource type="SphereMesh" id="mesh_sphere"]
radius = 0.75
[sub_resource type="BoxMesh" id="mesh_box2"]
size = Vector3(1.0, 3.0, 1.0)
[sub_resource type="BoxMesh" id="mesh_box3"]
size = Vector3(2.0, 1.0, 2.0)
[sub_resource type="Environment" id="env_bg"]
background_mode = 1
background_color = Color(0.4, 0.6, 0.9, 1)
ambient_light_energy = 0.6
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class_name Player
extends CharacterBody3D
## The player character controller.
##
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, and a
## first-person Camera3D. Reads the spawn point from the 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.
# ---------------------------------------------------------------------------
# Movement constants
# ---------------------------------------------------------------------------
const WALK_SPEED: float = 5.0
const JUMP_VELOCITY: float = -4.5
const GRAVITY: float = 9.8
# ---------------------------------------------------------------------------
# Input state
# ---------------------------------------------------------------------------
var _input_direction := Vector2.ZERO
# ---------------------------------------------------------------------------
# _ready — spawn at PlayerSpawn marker
# ---------------------------------------------------------------------------
func _ready() -> void:
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
# scene root. The lookup walks the full subtree (recursive=true) so
# it finds the marker whether it is a direct child of the level or
# nested deeper.
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = spawn.global_position
# Align player forward with spawn yaw (optional polish).
var spawn_yaw := spawn.rotation.y
rotation.y = spawn_yaw
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0)
# ---------------------------------------------------------------------------
# _unhandled_input — capture keyboard / mouse for movement
# ---------------------------------------------------------------------------
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var key := event as InputEventKey
if key.pressed:
_update_input_direction(key)
else:
_clear_input_direction(key)
elif event is InputEventMouseMotion:
_handle_mouse_look(event as InputEventMouseMotion)
func _update_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y += 1.0
KEY_S, KEY_DOWN:
_input_direction.y -= 1.0
KEY_A, KEY_LEFT:
_input_direction.x -= 1.0
KEY_D, KEY_RIGHT:
_input_direction.x += 1.0
func _clear_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y -= 1.0
KEY_S, KEY_DOWN:
_input_direction.y += 1.0
KEY_A, KEY_LEFT:
_input_direction.x += 1.0
KEY_D, KEY_RIGHT:
_input_direction.x -= 1.0
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
rotation.y -= event.relative.x * 0.002
# ---------------------------------------------------------------------------
# Physics — gravity, jump, move_and_slide
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# Apply gravity.
if not is_on_floor():
velocity.y -= GRAVITY * delta
# Jump.
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
return
# Build movement direction from input.
var direction := (_input_direction.x * transform.basis.x +
_input_direction.y * transform.basis.z).normalized()
velocity.x = direction.x * WALK_SPEED
velocity.z = direction.z * WALK_SPEED
move_and_slide()