diff --git a/addons/fpc/character.gd b/addons/fpc/character.gd index 22bcb04..84ac954 100644 --- a/addons/fpc/character.gd +++ b/addons/fpc/character.gd @@ -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 @@ -157,6 +159,8 @@ func _physics_process(delta): if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player 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