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Made with Nano Banana 2 Lite ยท CC0 ยท 5 Oct 2026
Generated from: a scene from a small video game about: gdscript extends CharacterBody3D # ========================================================== # 1. MOBILE CONTROLS & REALISTIC PHYSICS VARIABLES # ========================================================== const WALKING_SPEED = 4.0 const SPRINT_SPEED = 7.5 const REALISTIC_JUMP = 5.0 var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var camera_pivot = $CameraPivot @onready var character_mesh = $CharacterMesh @onready var interaction_area = $InteractionArea # Mobile UI Touch Elements References (On-Screen Buttons) # Game start hote hi hum in nodes ko engine se connect karenge var mobile_joystick_vector = Vector2.ZERO # Joystick ki direction var is_mobile_sprinting = false var is_mobile_braking = false # ========================================================== # 2. GTA-STYLE MOBILE CAR VARIABLES # ========================================================== var is_inside_car = false var target_car: VehicleBody3D = null const MOBILE_CAR_ENGINE_POWER = 350.0 const MOBILE_CAR_STEER_SMOOTHNESS = 0.35 const MOBILE_CAR_BRAKE_FORCE = 65.0 func _ready(): # Mobile environment check & proximity initialization if interaction_area: interaction_area.body_entered.connect(_on_mobile_car_enter) interaction_area.body_exited.connect(_on_mobile_car_exit) # Mobile high-fidelity rendering tweak (For Realistic Mobile Look) RenderingServer.set_debug_generate_wireframes(false) # ========================================================== # 3. MOBILE TOUCH INTERACTION (UI Button Clicks) # ========================================================== # In functions ko aap mobile screen par dikhne wale buttons se connect karenge func _on_mobile_joystick_moved(vector: Vector2): # Touch screen par thumb ghumane par ye vector update hoga mobile_joystick_vector = vector func _on_mobile_sprint_button_pressed(pressed: bool): is_mobile_sprinting = pressed func _on_mobile_jump_pressed(): if is_on_floor() and not is_inside_car: velocity.y = REALISTIC_JUMP func _on_mobile_interact_vehicle_pressed(): # Mobile Screen par 'Car Door' icon dabane par enter/exit logic if not is_inside_car and target_car: enter_vehicle_mobile() elif is_inside_car: exit_vehicle_mobile() func _on_mobile_brake_pressed(pressed: bool): is_mobile_braking = pressed # ========================================================== # 4. GAME PHYSICS & MOVEMENT LOOP (ON FOOT vs DRIVING) # ========================================================== func _physics_process(delta): if not is_inside_car: # -------------------------------------------------- # MOBILE CHARACTER MOVEMENT (ON FOOT) # -------------------------------------------------- if not is_on_floor(): velocity.y -= gravity * delta # Mobile Joystick Input calculate karein var direction = (camera_pivot.global_transform.basis * Vector3(mobile_joystick_vector.x, 0, mobile_joystick_vector.y)).normalized() # SPRINT check karein var current_speed = SPRINT_SPEED if is_mobile_sprinting else WALKING_SPEED if direction: velocity.x = direction.x * current_speed velocity.z = direction.z * current_speed # Mobile high-end camera smooth mesh rotation var target_rotation = atan2(-direction.x, -direction.z) character_mesh.rotation.y = rotate_toward(character_mesh.rotation.y, target_rotation, delta * 12.0) else: # Smooth braking physics friction on mobile screen release velocity.x = move_toward(velocity.x, 0, current_speed) velocity.z = move_toward(velocity.z, 0, current_speed) move_and_slide() else: # -------------------------------------------------- # MOBILE VEHICLE DRIVING CONTROLS # -------------------------------------------------- if target_car: # Joystick Up/Down se race aur Left/Right se steering handle hogi var acceleration_input = -mobile_joystick_vector.y if mobile_joystick_vector.y < 0 else 0.0 target_car.engine_force = acceleration_input * MOBILE_CAR_ENGINE_POWER target_car.steering = move_toward(target_car.steering, -mobile_joystick_vector.x * MOBILE_CAR_STEER_SMOOTHNESS, 0.1) # Mobile dynamic braking physics if is_mobile_braking or mobile_joystick_vector.y > 0.1: target_car.brake = MOBILE_CAR_BRAKE_FORCE else: target_car.brake = 0.0 # ========================================================== # 5. MOBILE VEHICLE SWAPPING MANAGEMENT # ========================================================== func enter_vehicle_mobile(): is_inside_car = true character_mesh.visible = false velocity = Vector3.ZERO # Mobile screen UI ko update karein (e.g., Hide Jump Button, Show Brake Button) _update_mobile_ui_layout(true) if target_car.has_node("VehicleCamera"): target_car.get_node("VehicleCamera").make_current() func exit_vehicle_mobile(): is_inside_car = false character_mesh.visible = true target_car.engine_force = 0.0 target_car.brake = MOBILE_CAR_BRAKE_FORCE # Safe displacement on mobile map so player doesn't clip through textures global_position = target_car.global_position + target_car.global_transform.basis.x * 2.2 _update_mobile_ui_layout(false) if camera_pivot.has_node("Camera3D"): camera_pivot.get_node("Camera3D").make_current() func _update_mobile_ui_layout(car_mode: bool): # Is function ke andar aap mobile screen ke buttons ko toggle kar sakte hain pass # ========================================================== # 6. MOBILE COLLISION DETECTORS # ========================================================== func _on_mobile_car_enter(body): if body is VehicleBody3D: target_car = body func _on_mobile_car_exit(body): if body == target_car: if not is_inside_car: target_car, as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
OMERYT Drakula
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