feat: implement first-person controller

This commit is contained in:
2026-08-22 15:58:21 +02:00
parent 470e70d51b
commit c95233b9f9
6 changed files with 159 additions and 19 deletions
+24
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@@ -0,0 +1,24 @@
using Godot;
namespace Game.Features.Players.Domain;
public sealed class PlayerLook(float mouseSensitivity, float maxLookAngleDegrees)
{
public float MouseSensitivity { get; } = mouseSensitivity;
public float MaxLookAngleDegrees { get; } = maxLookAngleDegrees;
public float Pitch { get; private set; }
/// <summary>
/// Yaw rotation (radians) to apply for this mouse movement.
/// </summary>
public float CalculateYawDelta(float mouseDeltaX) => -mouseDeltaX * MouseSensitivity;
/// <summary>
/// Updates <see cref="Pitch"/> for this mouse movement.
/// </summary>
public void UpdatePitch(float mouseDeltaY)
{
float pitch = Pitch - mouseDeltaY * MouseSensitivity;
Pitch = Mathf.Clamp(pitch, Mathf.DegToRad(-MaxLookAngleDegrees), Mathf.DegToRad(MaxLookAngleDegrees));
}
}
@@ -0,0 +1 @@
uid://dke8w2hp71p1g
@@ -0,0 +1,54 @@
using Godot;
namespace Game.Features.Players.Domain;
/// <summary>
/// Per-frame input for movement calculation.
/// </summary>
/// <param name="Right">World-space right direction of the body.</param>
/// <param name="Back">World-space back direction of the body.</param>
/// <param name="Direction">Movement input, X = left/right, Y = forward/back.</param>
/// <param name="IsOnFloor">Whether the body is currently grounded.</param>
/// <param name="JumpPressed">Whether jump was just pressed this frame.</param>
/// <param name="Delta">Physics frame delta time in seconds.</param>
public readonly record struct MovementInput(
Vector3 Right,
Vector3 Back,
Vector2 Direction,
bool IsOnFloor,
bool JumpPressed,
float Delta
);
public sealed class PlayerMovement(float moveSpeed, float jumpVelocity, float gravity)
{
public float MoveSpeed { get; } = moveSpeed;
public float JumpVelocity { get; } = jumpVelocity;
public float Gravity { get; } = gravity;
/// <summary>
/// Calculates next-frame velocity from input and ground state.
/// </summary>
/// <param name="currentVelocity">Body's velocity before this frame.</param>
/// <param name="input">Per-frame movement input.</param>
public Vector3 CalculateVelocity(Vector3 currentVelocity, MovementInput input)
{
Vector3 velocity = currentVelocity;
if (!input.IsOnFloor)
{
velocity.Y -= Gravity * input.Delta;
}
else if (input.JumpPressed)
{
velocity.Y = JumpVelocity;
}
Vector3 moveDirection = input.Right * input.Direction.X + input.Back * input.Direction.Y;
Vector3 moveDirectionNormalized = moveDirection.Normalized();
velocity.X = moveDirectionNormalized.X * MoveSpeed;
velocity.Z = moveDirectionNormalized.Z * MoveSpeed;
return velocity;
}
}
@@ -0,0 +1 @@
uid://chnyf8efw3xw2
+56 -3
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@@ -1,10 +1,63 @@
using Game.Features.Player.Domain;
using System.Linq;
using Game.Features.Players.Domain;
using Game.Godot.Extensions;
using Game.Godot.Mappings;
using Godot;
using System;
namespace Game.Features.Player.Godot;
namespace Game.Features.Players.Godot;
public partial class PlayerController : Node3D
{
[Export] public CharacterBody3D Body;
[Export] public Camera3D Camera;
[Export] public float MoveSpeed = 4.0f;
[Export] public float JumpVelocity = 4.5f;
[Export] public float MouseSensitivity = 0.003f;
[Export] public float MaxLookAngleDegrees = 89.0f;
private PlayerMovement _movement;
private PlayerLook _look;
private static bool IsMouseCaptured() => Input.MouseMode == Input.MouseModeEnum.Captured;
public override void _Ready()
{
this.AssertRequiredExports();
float gravity = (float)ProjectSettings.GetSetting(ProjectSetting.Gravity.SettingPath());
_movement = new PlayerMovement(MoveSpeed, JumpVelocity, gravity);
_look = new PlayerLook(MouseSensitivity, MaxLookAngleDegrees);
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is not InputEventMouseMotion mouseMotion || !IsMouseCaptured()) return;
Body.RotateY(_look.CalculateYawDelta(mouseMotion.Relative.X));
_look.UpdatePitch(mouseMotion.Relative.Y);
Camera.Rotation = new Vector3(_look.Pitch, 0f, 0f);
}
public override void _PhysicsProcess(double delta)
{
Vector2 inputDirection = Input.GetVector(
InputAction.MoveLeft.ActionName(),
InputAction.MoveRight.ActionName(),
InputAction.MoveForward.ActionName(),
InputAction.MoveBack.ActionName()
);
MovementInput input = new(
Right: Body.Transform.Basis.X,
Back: Body.Transform.Basis.Z,
Direction: inputDirection,
IsOnFloor: Body.IsOnFloor(),
JumpPressed: Input.IsActionJustPressed(InputAction.Jump.ActionName()),
Delta: (float)delta
);
Body.Velocity = _movement.CalculateVelocity(Body.Velocity, input);
Body.MoveAndSlide();
}
}
+23 -16
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@@ -1,8 +1,11 @@
[gd_scene format=4 uid="uid://bka1dmgdi5btd"]
[ext_resource type="Script" uid="uid://mjm7ghkibnxa" path="res://src/Features/Player/Godot/PlayerController.cs" id="1_gkqfc"]
[ext_resource type="Script" uid="uid://mjm7ghkibnxa" path="res://src/Features/Players/Godot/PlayerController.cs" id="1_gkqfc"]
[ext_resource type="Texture2D" uid="uid://bymgknsy145ap" path="res://assets/models/simple-character-psx_character_256.png" id="2_tduai"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_130ks"]
radius = 0.25
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_sgsg4"]
resource_name = "character_256"
cull_mode = 2
@@ -287,16 +290,21 @@ _surfaces = [{
}]
blend_shape_mode = 0
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_130ks"]
radius = 0.25
[node name="Player" type="Node3D" unique_id=26823676 node_paths=PackedStringArray("characterBody3D")]
[node name="Player" type="Node3D" unique_id=26823676 node_paths=PackedStringArray("Body", "Camera")]
script = ExtResource("1_gkqfc")
characterBody3D = NodePath("Mesh/CharacterBody3D")
Body = NodePath("CharacterBody3D")
Camera = NodePath("CharacterBody3D/Camera3D")
[node name="Mesh" type="Node3D" parent="." unique_id=388629767]
[node name="CharacterBody3D" type="CharacterBody3D" parent="." unique_id=1327672780]
[node name="Skeleton3D" type="Skeleton3D" parent="Mesh" unique_id=183161254]
[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D" unique_id=1006347064]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_130ks")
[node name="Mesh" type="Node3D" parent="CharacterBody3D" unique_id=388629767]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 0, 0)
[node name="Skeleton3D" type="Skeleton3D" parent="CharacterBody3D/Mesh" unique_id=183161254]
transform = Transform3D(0.1225099, 0, 0, 0, 0.1225099, 0, 0, 0, 0.1225099, 0, 0, 0)
bones/0/name = "spine"
bones/0/parent = -1
@@ -747,23 +755,22 @@ bones/63/position = Vector3(0.24846391, -0.054724697, 0.53722215)
bones/63/rotation = Quaternion(-0.689515, 0.6895178, -0.15673877, -0.15673946)
bones/63/scale = Vector3(1, 1, 1)
[node name="arms" type="MeshInstance3D" parent="Mesh/Skeleton3D" unique_id=1995581269]
[node name="arms" type="MeshInstance3D" parent="CharacterBody3D/Mesh/Skeleton3D" unique_id=1995581269]
mesh = SubResource("ArrayMesh_wr7hk")
skin = SubResource("Skin_dmu40")
skeleton = NodePath("..")
[node name="body" type="MeshInstance3D" parent="Mesh/Skeleton3D" unique_id=2033799835]
[node name="body" type="MeshInstance3D" parent="CharacterBody3D/Mesh/Skeleton3D" unique_id=2033799835]
mesh = SubResource("ArrayMesh_5ti08")
skin = SubResource("Skin_dmu40")
skeleton = NodePath("..")
[node name="head" type="MeshInstance3D" parent="Mesh/Skeleton3D" unique_id=1273139092]
[node name="head" type="MeshInstance3D" parent="CharacterBody3D/Mesh/Skeleton3D" unique_id=1273139092]
layers = 2
mesh = SubResource("ArrayMesh_31tkm")
skin = SubResource("Skin_dmu40")
skeleton = NodePath("..")
[node name="CharacterBody3D" type="CharacterBody3D" parent="Mesh" unique_id=1327672780]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Mesh/CharacterBody3D" unique_id=1006347064]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_130ks")
[node name="Camera3D" type="Camera3D" parent="CharacterBody3D" unique_id=718409984]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.817, 0)
cull_mask = 1048573