extends KinematicBody export var Sensitivity_X = 0.02 export var Sensitivity_Y = 0.02 export var Jump_Speed = 10 signal hit const GRAVITY = .75 var velocity = Vector3(0,0,0) var Walk_Speed = 10 func _ready(): set_process(true) func _physics_process(_delta): velocity.y -= GRAVITY #for index in range(get_slide_collision()): #var collision = get_slide_collision(index) #if collision.collider.is_in_group("mob"): if Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_UP): velocity.x = -global_transform.basis.z.x * Walk_Speed velocity.z = -global_transform.basis.z.z * Walk_Speed if Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_DOWN): velocity.x = global_transform.basis.z.x * Walk_Speed velocity.z = global_transform.basis.z.z * Walk_Speed if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): rotate_y(Sensitivity_X) if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): rotate_y(-Sensitivity_X) if Input.is_action_pressed("look_down"): $Spatial/Camera.rotate_x(Sensitivity_Y) if Input.is_action_pressed("look_up"): $Spatial/Camera.rotate_x(-Sensitivity_Y) if not(Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_DOWN)): velocity.x = 0 velocity.z = 0 if is_on_floor(): if Input.is_action_just_pressed("ui_accept"): velocity.y = Jump_Speed velocity = move_and_slide(velocity, Vector3(0,1,0)) func _on_Timer_timeout(): pass # Replace with function body. func die(): emit_signal("hit") get_tree().change_scene("res://Menus/Dead Menu/Dead.tscn") func _on_KillBox_body_entered(_body): die()