giants-godot/player/player_controller.gd

320 lines
8.8 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 := 50
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 := false
# Slopes
export var floor_max_angle := 90.0
var mouse_press = false
var capture_mouse = false
var process_3d_inputs = true
var is_in_water = false
#### custom amazed
var target: Dictionary
var weapon_held: Weapon
onready var weapon_refpt_right = $Reaper2/Armature/Skeleton/righthand
onready var weapon_refpt_left = $Reaper2/Armature/Skeleton/lefthand
var weapons = [
preload("res://weapons/sword.tscn"),
preload("res://weapons/bow.tscn"),
preload("res://weapons/bow_rpg.tscn"),
preload("res://weapons/proximitymissile.tscn"),
]
var weapon_slot = 0
export var draw_debug_lines: bool = false
var state_initialized: bool = true
var current_movement_vector: Vector2 = Vector2.ZERO
onready var camera_trans = $Head/Camera.transform
##################################################
func get_weapon() -> Weapon:
return weapon_held
func create_empty_collision_dictionnary(to: Vector3) -> Dictionary:
return {
"position": to,
"normal": null,
"collider_id": null,
"collider": null,
"shape": null,
"rid": null
}
func draw_line(ig: ImmediateGeometry, a: Vector3, b: Vector3):
if draw_debug_lines:
ig.points = [a, b]
func get_target() -> Dictionary:
var weapon = get_weapon()
# var ray_from = weapon.global_transform.origin
var ray_from = cam.global_transform.origin
var ray_to = cam.global_transform.basis.z * -20000
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(ray_from, ray_to, [self, weapon])
if not result:
return create_empty_collision_dictionnary(ray_to)
else:
return result
# Called when the node enters the scene tree
func _ready() -> void:
cam.fov = FOV
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_weapon(weapons[weapon_slot])
if not draw_debug_lines:
$LineRenderercamera.queue_free()
$LineRendererweapon.queue_free()
func set_weapon(weapon_scene: PackedScene):
if weapon_held:
weapon_held.queue_free()
var weapon: Weapon = weapon_scene.instance()
print("set_weapon: %s" % weapon.name)
if weapon.held_hand == Weapon.WeaponHeld.Left:
weapon_refpt_left.add_child(weapon)
else:
weapon_refpt_right.add_child(weapon)
weapon_held = weapon
weapon_held.holder = self
func enter_water(force: float):
is_in_water = true
if abs(force) >= 50:
$player_audio.stream = preload("res://assets/audio/Sounds/SR_FSWA1.xx_reaperlev1.gzp.wav")
$player_audio.play()
func exit_water(force: float):
is_in_water = false
# Called every frame. 'delta' is the elapsed time since the previous frame
func _process(_delta: float) -> void:
if process_3d_inputs:
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)
$fps.text = "FPS: " + str(Engine.get_frames_per_second()) + " | Objects: " + str(Performance.get_monitor(Performance.OBJECT_COUNT))
target = get_target()
if draw_debug_lines:
draw_line($LineRenderercamera, cam.global_transform.origin, target["position"])
draw_line($LineRendererweapon, weapon_held.global_transform.origin, target["position"])
if target["collider"] and target["collider"] is Entity:
$UI/cursor_no_enemy.visible = false
$UI/cursor_enemy.visible = true
else:
$UI/cursor_enemy.visible = false
$UI/cursor_no_enemy.visible = true
var movement_vector = Vector2.ZERO
if process_3d_inputs and Input.is_action_pressed("move_forward"):
movement_vector.y = 1
if process_3d_inputs and Input.is_action_pressed("move_backward"):
movement_vector.y = -1
if process_3d_inputs and Input.is_action_pressed("move_right"):
movement_vector.x = 1
if process_3d_inputs and Input.is_action_pressed("move_left"):
movement_vector.x = -1
var res = current_movement_vector.linear_interpolate(movement_vector, delta*10)
$Reaper2/AnimationTree.set("parameters/movement/blend_position", res)
current_movement_vector = res
# Called when there is an input event
func _input(event: InputEvent) -> void:
if not process_3d_inputs:
return
if event is InputEventMouseMotion:
mouse_axis = event.relative
if Input.is_action_just_pressed("inp_fire"):
weapon_held.activate(target["position"])
if Input.is_action_just_released("inp_fire"):
weapon_held.deactivate(target["position"])
if Input.is_action_just_pressed("weapon_forward"):
if weapon_slot == len(weapons) - 1:
weapon_slot = 0
else:
weapon_slot += 1
set_weapon(weapons[weapon_slot])
if Input.is_action_pressed("camera_front"):
var camera_front_transform = camera_trans
camera_front_transform = camera_trans.translated(Vector3(5, 0, -5))
camera_front_transform = camera_front_transform.rotated(Vector3.UP, deg2rad(-180))
$Head/Camera.transform = camera_front_transform
else:
$Head/Camera.transform = camera_trans
if process_3d_inputs and Input.is_action_just_pressed("ui_cancel"):
var ingame_menu = preload("res://ui/menus/ingame_menu.tscn").instance()
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
add_child(ingame_menu)
ingame_menu.connect("tree_exited", self, "_ingamemenu_closed")
process_3d_inputs = false
func _ingamemenu_closed():
process_3d_inputs = true
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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 process_3d_inputs and Input.is_action_just_pressed("move_jump"):
_snap = Vector3(0, 0, 0)
velocity.y = jump_height
if not is_in_water:
# Apply Gravity
velocity.y -= gravity * delta
else:
velocity.y = 0
# Sprint
var _speed: int
if (process_3d_inputs and 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 := 0.1
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 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, -75, 75)
head.rotation_degrees = temp_rot