giants-godot/entities/character.gd

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extends KinematicBody
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class_name Character
enum States {
Alive,
Dead
}
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enum GroundType {
DIRT,
WATER,
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WOOD,
METAL,
SAND,
GRASS
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}
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signal health_changed
signal died
signal changed_weapon
signal fired(projectile)
signal pickup_weapon
signal jumped
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export var max_weapons: int = 5
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var weapons: Array = []
var current_weapon: Weapon
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var is_in_water: bool = false
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export var weapon_refpt_right: NodePath
export var weapon_refpt_left: NodePath
export var water_splash_sound: AudioStreamSample
var animation_blend_vector = Vector2.ZERO
export var animation_tree_path: NodePath
var animation_tree: AnimationTree
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export var back_camera_path: NodePath
onready var back_camera = get_node(back_camera_path)
export var head_path: NodePath
onready var head = get_node(head_path)
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# Move
var velocity := Vector3()
var move_axis: Vector3 = Vector3.ZERO
var can_sprint := true
var sprinting := false
const FLOOR_NORMAL := Vector3.UP
export var sprint_speed := 16.0
export var acceleration := 8
export var deacceleration := 100
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export(float, 0.0, 1.0, 0.00001) var air_control := 0.001
export var can_jump = true
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export var jump_height := 5
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export var floor_max_angle := 90.0
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export var gravity: float = 40.0
export var walk_speed: float = 2.0
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export var ground_friction: float = 3.0
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export var animation_blend_speed: float = 10
var ground_snap = Vector3.DOWN
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var ground_type = GroundType.DIRT
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var footstep_sounds = {}
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export var max_health = 100
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export var health = 100
var state = States.Alive
func has_weapon(weapon: Weapon) -> bool:
if get_similar_weapon(weapon):
return true
else:
return false
func get_similar_weapon(weapon: Weapon) -> Weapon:
for weap in weapons:
if weap.name == weapon.name:
return weap
return null
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func can_pickup_weapon(weapon: Weapon) -> bool:
return has_weapon(weapon) or len(weapons) < max_weapons
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func pickup_weapon(weapon: Weapon) -> Weapon:
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var similar = get_similar_weapon(weapon)
if similar:
similar.current_ammo = clamp(similar.current_ammo + weapon.current_ammo, 0, weapon.max_ammo)
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return similar
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else:
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# add new weapon
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weapons.append(weapon)
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weapon.holder = self
weapon.visible = false
if weapon.held_hand == Weapon.WeaponHeld.Left:
get_node(weapon_refpt_left).add_child(weapon)
else:
get_node(weapon_refpt_right).add_child(weapon)
return weapon
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func take_damage(hitpts: float):
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if state == States.Alive:
health -= hitpts
emit_signal("health_changed")
if health <= 0:
die()
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func get_current_weapon():
return current_weapon
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func die():
state = States.Dead
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emit_signal("died")
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print("Me ded")
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func set_weapon_slot(slot: int):
if current_weapon:
current_weapon.visible = false
var newweapon = weapons[slot]
current_weapon = newweapon
current_weapon.visible = true
current_weapon.play_switch_sound()
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func play_footstep():
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if ground_type in footstep_sounds:
var sound = footstep_sounds[ground_type][randi() % len(footstep_sounds[ground_type])]
Globals.play_sound(sound, Globals.Bus.Sounds, self)
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func get_current_weapon_slot():
return get_weapon_slot(current_weapon)
func get_weapon_slot(weapon: Weapon):
var i = 0
for weap in weapons:
if weap == weapon:
return i
i+=1
return i
func create_weapon(weapon_scene: PackedScene):
var weapon = weapon_scene.instance()
if weapon is Weapon:
return weapon
else:
weapon.queue_free()
return null
func switch_next_weapon_slot():
var weapon_slot = 0
if get_current_weapon_slot() != len(weapons) - 1:
weapon_slot = get_current_weapon_slot() + 1
set_weapon_slot(weapon_slot)
func enter_water(force: float):
is_in_water = true
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ground_type = GroundType.WATER
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if abs(force) >= 50:
Globals.play_sound(water_splash_sound, Globals.Bus.Sounds, self)
func exit_water(force: float):
is_in_water = false
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ground_type = GroundType.GRASS
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func _ready():
if animation_tree_path:
animation_tree = get_node(animation_tree_path)
func _physics_process(delta):
if Engine.editor_hint:
return
walk(delta)
if not animation_tree:
return
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# Blend nicely between animations
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var anim_vector = Vector2(move_axis.y, move_axis.x)
var res = animation_blend_vector.linear_interpolate(anim_vector, delta*animation_blend_speed)
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animation_tree.set("parameters/movement/blend_position", res)
animation_blend_vector = res
func fire_pressed():
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if current_weapon:
current_weapon.activate(Globals.target_position["position"])
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func fire_released():
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if current_weapon:
current_weapon.deactivate(Globals.target_position["position"])
func jump():
if can_jump and is_on_floor():
velocity.y = jump_height
emit_signal("jumped")
func set_sprint(state: bool):
if can_sprint:
sprinting = state
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func walk(delta: float) -> void:
# Input
var 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()
# Apply Gravity
velocity.y -= gravity * delta
# if is_in_water:
# velocity.y = 0
# Sprint
var _speed: float
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if sprinting:
# if can_sprint and move_axis.x == 1:
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_speed = sprint_speed
else:
_speed = walk_speed
# 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:
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var _vel_clamp := 1
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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
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velocity = move_and_slide(velocity, FLOOR_NORMAL, true, 4, deg2rad(floor_max_angle))
# velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL, true, 4, deg2rad(floor_max_angle)).y