#Scene is closing upon startup without errors

3 messages · Page 1 of 1 (latest)

rigid gull
#

There's only one script within the scene, for the player.


var speed
const WALK_SPEED = 5.0
const SPRINT_SPEED = 7.5
const JUMP_VELOCITY = 4.5
const SENSITIVITY = 0.003

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 9.8

@onready var head = $Head
@onready var camera = $Head/PlayerPOV

func _ready():
    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)


func _unhandled_input(event):
    if event is InputEventMouseMotion:
        head.rotate_y(-event.relative.x * SENSITIVITY)
        camera.rotate_x(-event.relative.y * SENSITIVITY)

func _physics_process(delta):
    # Add the gravity.
    if not is_on_floor():
        velocity.y -= gravity * delta

    # Handle Jump.
    if Input.is_action_just_pressed("move_jump") and is_on_floor():
        velocity.y = JUMP_VELOCITY
        
    # Handle Sprint.
    if Input.is_action_pressed("sprint"):
        speed = SPRINT_SPEED
    else:
        speed = WALK_SPEED

    # Get the input direction and handle the movement/deceleration.
    # As good practice, you should replace UI actions with custom gameplay actions.
    var input_dir = Input.get_vector("move_right", "move_left", "move_backwards", "move_forward")
    var direction =- (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
    if is_on_floor():
        if direction:
            velocity.x = direction.x * speed
            velocity.z = direction.z * speed
        else:
            velocity.x = lerp(velocity.x, direction.x * speed, delta * 8)
            velocity.z = lerp(velocity.z, direction.z * speed, delta * 8)
    else:
        velocity.x = lerp(velocity.x, direction.x * speed, delta * 3.5)
        velocity.z = lerp(velocity.z, direction.z * speed, delta * 3.5)

    move_and_slide()```