extends CharacterBody3D
#func _unhandled_input(event):
const SPEED = 5.0
const JUMP_VELOCITY = 14.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
# if event is InputEventKey and event.pressed:
# if event.keycode == KEY_A:
pass # Replace with function body.
func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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_left", "move_right", "move_forward", "move_backward",)
#var input_dir = Input.get_vector("A", "D", "W", "S")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
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--------------------------------------------------------------------------------------------------------------------------EXPLICACION: EN GODOT DESDE PROYECTO A CONFIGURACION PROYECTO SE HAN DE ASIGNAR LAS LETRAS move_left" SERIA LA -A-move_right" SERIA LA -D- Y ASI SUCESIVAMENTE, SE PODRIA PONER SIMPLEMENTE "a" Y ASIGNAR LA "a" Y ASI SUCESIVAMENTE, PERO ESTA MONTADO ASI.............