Godot player not walking in the direction

So I am new to godot and I was having a problem. The players body doesnt follow the camera when the camera moves When I look around with the camera the players body stays the same e.g. if i use wasd if i turn to the right it would be aswd. the player movement is hard but i got help. if you could help that will be super cool, i am just trying to learn coding. this is hard for me.

p.s sorry for the bad grammar

extends KinematicBody

signal hit

# How fast the player moves in meters per second.
export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
export var fall_acceleration = 50
# Vertical impulse applied to the character upon jumping in meters per second.
export var jump_impulse = 30
# Vertical impulse applied to the character upon bouncing over a mob in meters per second.
export var bounce_impulse = 16

# stats
var curHP : int = 10
var maxHP : int = 10
var ammo : int = 15
var score : int = 0

# cam look
var minLookAngle : float = -90.0
var maxLookAngle : float = 90.0
var lookSensitivity : float = 10.0

# vectors
var vel : Vector3 = Vector3()
var mouseDelta : Vector2 = Vector2()

# components
onready var camera : Camera = get_node("Camera")
onready var muzzle : Spatial = get_node("Camera/Muzzle")

# Emitted when a mob hit the player.

var velocity = Vector3.ZERO

func _physics_process(delta):
var direction = Vector3.ZERO

if Input.is_action_pressed("move_right"):
    direction.x += 1
if Input.is_action_pressed("move_left"):
    direction.x -= 1
if Input.is_action_pressed("move_back"):
    direction.z += 1
if Input.is_action_pressed("move_forward"):
    direction.z -= 1
if Input.is_action_pressed("move_sprint"):
    speed = 50
if Input.is_action_just_released("move_sprint"):
    speed = 14

velocity.x = direction.x * speed
velocity.z = direction.z * speed

# Jumping.
if is_on_floor() and Input.is_action_just_pressed("move_jump"):
    velocity.y += jump_impulse

velocity.y -= fall_acceleration * delta
velocity = move_and_slide(velocity, Vector3.UP)

func _ready():

# hide and lock the mouse cursor

func _process(delta):

# rotate the camera along the x axis
camera.rotation_degrees.x -= mouseDelta.y * lookSensitivity * delta

# clamp camera x rotation axis
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, minLookAngle, maxLookAngle)

# rotate the player along their y-axis
rotation_degrees.y -= mouseDelta.x * lookSensitivity * delta

# reset the mouseDelta vector
mouseDelta = Vector2()

func _input(event):

if event is InputEventMouseMotion:
    mouseDelta = event.relative

Read more here: https://stackoverflow.com/questions/67392345/godot-player-not-walking-in-the-direction

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