extends CharacterBody3D class_name Player @export var input_accel: float = 7.0 @onready var current_input_accel = input_accel @onready var gravity_accel: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector") @export var jump_impulse: Vector3 = Vector3.UP * 5; @export var friction: float = 0.8 @export var max_jumps = 1 @onready var current_jumps = max_jumps @export var collision_normal_max_y_for_floor: float = 0.9 var last_direction: Vector2 = Vector2.UP func refill_jumps(): current_jumps = max_jumps func do_jump(): current_jumps -= 1 velocity += jump_impulse func _physics_process(delta): # Refilla salto if is_on_floor(): refill_jumps() # Rileva salto if Input.is_action_just_pressed("jump") and current_jumps > 0: do_jump() # Applica gravità velocity += gravity_accel * delta # Applica input var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down") var input_change = input_dir * input_accel velocity.x += input_change.x * delta velocity.z += input_change.y * delta move_and_slide() if input_dir.length() > 0.01: last_direction = input_dir $Board/PlayerPart.emitting = true else: $Board/PlayerPart.emitting = false rotation.y = last_direction.normalized().angle_to(Vector2.UP) # Gestisci collisioni for collision_idx in range(get_slide_collision_count()): var collision = get_slide_collision(collision_idx) if collision.get_normal().y > collision_normal_max_y_for_floor: continue print("bonk")