GiantsEditReloaded/player/player_controller.gd

182 lines
4.6 KiB
GDScript

extends KinematicBody
###################-VARIABLES-####################
# Camera
export var mouse_sensitivity := 10.0
export var head_path: NodePath
export var cam_path: NodePath
export var FOV := 80.0
var mouse_axis := Vector2()
onready var head: Spatial = get_node(head_path)
onready var cam: Camera = get_node(cam_path)
# Move
var velocity := Vector3()
var direction := Vector3()
var move_axis := Vector2()
var can_sprint := true
var sprinting := false
# Walk
const FLOOR_NORMAL := Vector3(0, 1, 0)
export var gravity := 30.0
export var walk_speed := 10
export var sprint_speed := 16
export var acceleration := 8
export var deacceleration := 10
export(float, 0.0, 1.0, 0.05) var air_control := 0.3
export var jump_height := 10
# Fly
export var fly_speed := 20
export var fly_accel := 2
var flying := true
# Slopes
export var floor_max_angle := 45.0
var mouse_press = false
var capture_mouse = false
##################################################
# Called when the node enters the scene tree
func _ready() -> void:
cam.fov = FOV
# Called every frame. 'delta' is the elapsed time since the previous frame
func _process(_delta: float) -> void:
move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
camera_rotation()
# Called every physics tick. 'delta' is constant
func _physics_process(delta: float) -> void:
if flying:
fly(delta)
else:
walk(delta)
# Called when there is an input event
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
mouse_axis = event.relative
if event is InputEventMouseButton and capture_mouse:
if event.is_pressed():
mouse_press = true
print("mouse_press = true")
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
mouse_press = false
print("mouse_press = false")
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func walk(delta: float) -> void:
# Input
direction = Vector3()
var aim: Basis = get_global_transform().basis
if move_axis.x >= 0.5:
direction -= aim.z
if move_axis.x <= -0.5:
direction += aim.z
if move_axis.y <= -0.5:
direction -= aim.x
if move_axis.y >= 0.5:
direction += aim.x
direction.y = 0
direction = direction.normalized()
# Jump
var _snap: Vector3
if is_on_floor():
_snap = Vector3(0, -1, 0)
if Input.is_action_just_pressed("move_jump"):
_snap = Vector3(0, 0, 0)
velocity.y = jump_height
# Apply Gravity
velocity.y -= gravity * delta
# Sprint
var _speed: int
if (Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1):
_speed = sprint_speed
cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8))
sprinting = true
else:
_speed = walk_speed
cam.set_fov(lerp(cam.fov, FOV, delta * 8))
sprinting = false
# Acceleration and Deacceleration
# where would the player go
var _temp_vel: Vector3 = velocity
_temp_vel.y = 0
var _target: Vector3 = direction * _speed
var _temp_accel: float
if direction.dot(_temp_vel) > 0:
_temp_accel = acceleration
else:
_temp_accel = deacceleration
if not is_on_floor():
_temp_accel *= air_control
# interpolation
_temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
velocity.x = _temp_vel.x
velocity.z = _temp_vel.z
# clamping (to stop on slopes)
if direction.dot(velocity) == 0:
var _vel_clamp := 0.25
if velocity.x < _vel_clamp and velocity.x > -_vel_clamp:
velocity.x = 0
if velocity.z < _vel_clamp and velocity.z > -_vel_clamp:
velocity.z = 0
# Move
velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL,
true, 4, deg2rad(floor_max_angle)).y
func fly(delta: float) -> void:
# Input
direction = Vector3()
var aim = head.get_global_transform().basis
if move_axis.x == 1:
direction -= aim.z
if move_axis.x == -1:
direction += aim.z
if move_axis.y == -1:
direction -= aim.x
if move_axis.y == 1:
direction += aim.x
direction = direction.normalized()
# Acceleration and Deacceleration
var target: Vector3 = direction * fly_speed
velocity = velocity.linear_interpolate(target, fly_accel * delta)
# Move
velocity = move_and_slide(velocity)
func camera_rotation() -> void:
if not (mouse_press and capture_mouse):
return
if mouse_axis.length() > 0:
var _smoothness := 80
# Get mouse delta
var horizontal: float = -(mouse_axis.x * mouse_sensitivity) / _smoothness
var vertical: float = -(mouse_axis.y * mouse_sensitivity) / _smoothness
mouse_axis = Vector2()
rotate_y(deg2rad(horizontal))
head.rotate_x(deg2rad(vertical))
# Clamp mouse rotation
var temp_rot: Vector3 = head.rotation_degrees
temp_rot.x = clamp(temp_rot.x, -90, 90)
head.rotation_degrees = temp_rot