extends Camera3D
@export_group("Movimiento y Cámara")
@export var speed: float = 5.0
@export var mouse_sensitivity: float = 0.003
@export_group("Límites de Desplazamiento (Metros)")
@export var limit_forward: float = 10.0 # Máximo W (Adelante)
@export var limit_backward: float = 5.0 # Máximo S (Atrás)
@export var limit_left: float = 8.0 # Máximo A (Izquierda)
@export var limit_right: float = 8.0 # Máximo D (Derecha)
var rotation_x: float = 0.0
var start_position: Vector3
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
start_position = global_position
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel") or (event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE):
get_tree().quit()
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * mouse_sensitivity)
rotation_x -= event.relative.y * mouse_sensitivity
rotation_x = clamp(rotation_x, deg_to_rad(-89.0), deg_to_rad(89.0))
rotation.x = rotation_x
func _process(delta: float) -> void:
var input_dir := Vector3.ZERO
if Input.is_key_pressed(KEY_W):
input_dir.z -= 1 # W: Adelante
if Input.is_key_pressed(KEY_S):
input_dir.z += 1 # S: Atrás
if Input.is_key_pressed(KEY_A):
input_dir.x -= 1 # A: Izquierda
if Input.is_key_pressed(KEY_D):
input_dir.x += 1 # D: Derecha
if input_dir != Vector3.ZERO:
input_dir = input_dir.normalized()
# Movemos en el plano horizontal para no volar al mirar arriba/abajo
var forward := -global_transform.basis.z
forward.y = 0
forward = forward.normalized()
var right := global_transform.basis.x
right.y = 0
right = right.normalized()
# Calculamos el intento de movimiento
var movement := (right * input_dir.x + forward * -input_dir.z) * speed * delta
var target_position := global_position + movement
# Medimos la distancia acumulada desde el origen
var offset := target_position - start_position
# Aplicamos los 4 límites independientes (W, S, A, D)
offset.x = clamp(offset.x, -limit_left, limit_right)
offset.z = clamp(offset.z, -limit_forward, limit_backward)
# Asignamos la posición corregida manteniendo la altura fija (Y)
global_position = Vector3(start_position.x + offset.x, start_position.y, start_position.z + offset.z)
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