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View Code? Open in Web Editor NEWMake an FPS in Godot Tutorial
Home Page: https://www.youtube.com/watch?v=UV-bhtb3734&list=PLiUQR4U_J9efMalyhB1DtqywA_HPg-FrR
License: MIT License
Make an FPS in Godot Tutorial
Home Page: https://www.youtube.com/watch?v=UV-bhtb3734&list=PLiUQR4U_J9efMalyhB1DtqywA_HPg-FrR
License: MIT License
Line 20 in 62ce7bf
Rotating the head and camera nodes in the _input
listener makes camera movement imprecise and somewhat unpredictable when attempting to move in small increments, likely because it is directly tied to the games frame-rate.
This could be solved by moving camera rotation to the _physics_process
instead, while accounting for the time delta
between frames:
var camera_axis: Vector2
func _input(event):
if event is InputEventMouseMotion:
# Capture the mouse coordinates
camera_axis = event.relative
func _physics_process(delta):
...
# Rotate camera
if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED) and (camera_axis.length() > 0):
# Get rotation degrees
var x_delta: float = -camera_axis.x * mouse_sensitivity * delta
var y_delta: float = -camera_axis.y * mouse_sensitivity * delta
var temp_rot: Vector3
# Rotate the camera
camera_axis = Vector2()
head.rotate_y(deg2rad(x_delta))
camera.rotate_x(deg2rad(y_delta))
# Clamp to reasonable maximums
temp_rot = camera.rotation_degrees
temp_rot.x = clamp(temp_rot.x, -90, 90)
camera.rotation_degrees = temp_rot
...
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