class_name Player extends CharacterBody3D ## The player character controller. ## ## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a ## first-person Camera3D with mouse-look. 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 ## 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 # --------------------------------------------------------------------------- var _input_direction := Vector2.ZERO var _camera_pitch: float = 0.0 ## Vertical offset applied to the assembled avatar so its feet (origin y=0) ## line up with the bottom of the player's collision capsule. const AVATAR_FEET_OFFSET: float = -0.8 @onready var _camera: Camera3D = $Camera3D @onready var _capsule_mesh: MeshInstance3D = $CapsuleMesh var _avatar_view: Node3D = null # --------------------------------------------------------------------------- # _ready — spawn at PlayerSpawn marker, capture the mouse for look # --------------------------------------------------------------------------- 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. # # current_scene is null in headless --script mode and in any scene # before the main scene is fully swapped in, so guard it rather than # blindly dereferencing. var current_scene: Node = get_tree().current_scene var spawn: Node = null if current_scene != null: spawn = current_scene.find_child("PlayerSpawn", true, false) if spawn is Node3D: global_position = (spawn as Node3D).global_position # Align player forward with spawn yaw (optional polish). var spawn_yaw := (spawn as Node3D).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) # 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 _apply_avatar() ## Replace the placeholder capsule with the player's assembled avatar, if the ## AvatarSystem has a loadout primed (set at login by main_menu.gd). Falls back ## to the capsule silently when there's no avatar to show -- e.g. running this ## scene directly in a test, or an offline/failed catalog load. ## TODO(PC3): a third-person camera so the local player actually sees this; ## for now it's mainly for other players (Phase 2) and looking down. func _apply_avatar() -> void: var avatars := get_node_or_null("/root/AvatarSystem") if avatars == null or not avatars.has_method("build_current_avatar"): return var avatar: Node3D = avatars.build_current_avatar() if avatar == null: return avatar.position = Vector3(0.0, AVATAR_FEET_OFFSET, 0.0) add_child(avatar) _avatar_view = avatar if _capsule_mesh: _capsule_mesh.visible = false # --------------------------------------------------------------------------- # _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 and not key.echo: _update_input_direction(key) elif not key.pressed: _clear_input_direction(key) # Escape exits the level back to the world browse list, mirroring # the Back button pattern already used in world_list.gd/main_menu.gd. if key.pressed and key.keycode == KEY_ESCAPE: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE get_tree().change_scene_to_file("res://scenes/world_list.tscn") elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: _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: # 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 # --------------------------------------------------------------------------- # 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 # Build movement direction from input. Godot's local "forward" is -Z, not # +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() velocity.x = direction.x * WALK_SPEED velocity.z = direction.z * WALK_SPEED move_and_slide()