Merge pull request #22 from Knockturnal/main

Fixed camera jitter
This commit is contained in:
Zakarya
2024-07-15 14:52:49 -07:00
committed by GitHub

View File

@ -75,6 +75,8 @@ var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
# Stores mouse input for rotating the camera in the phyhsics process
var mouseInput : Vector2 = Vector2(0,0)
func _ready():
#It is safe to comment this line if your game doesn't start with the mouse captured
@ -158,6 +160,8 @@ func _physics_process(delta):
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir)
handle_rotation()
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding()
@ -214,6 +218,13 @@ func handle_movement(delta, input_dir):
velocity.x = direction.x * speed
velocity.z = direction.z * speed
func handle_rotation():
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func handle_state(moving):
if sprint_enabled:
@ -334,9 +345,6 @@ func _process(delta):
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
# Uncomment if you want full controller support
#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
@ -345,5 +353,5 @@ func _process(delta):
func _unhandled_input(event):
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
mouseInput.x += event.relative.x
mouseInput.y += event.relative.y