292 lines
7.9 KiB
GDScript
292 lines
7.9 KiB
GDScript
extends KinematicBody
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###################-VARIABLES-####################
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# Camera
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export var mouse_sensitivity := 10.0
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export var head_path: NodePath
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export var cam_path: NodePath
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export var FOV := 80.0
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var mouse_axis := Vector2()
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onready var head: Spatial = get_node(head_path)
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onready var cam: Camera = get_node(cam_path)
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# Move
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var velocity := Vector3()
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var direction := Vector3()
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var move_axis := Vector2()
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var can_sprint := true
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var sprinting := false
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# Walk
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const FLOOR_NORMAL := Vector3(0, 1, 0)
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export var gravity := 30.0
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export var walk_speed := 50
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export var sprint_speed := 16
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export var acceleration := 8
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export var deacceleration := 10
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export(float, 0.0, 1.0, 0.05) var air_control := 0.3
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export var jump_height := 10
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# Fly
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export var fly_speed := 20
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export var fly_accel := 2
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var flying := false
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# Slopes
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export var floor_max_angle := 90.0
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var mouse_press = false
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var capture_mouse = false
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#### custom amazed
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var target: Dictionary
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var weapon_held: Weapon
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onready var weapon_refpt_right = $Reaper2/Armature/Skeleton/righthand
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onready var weapon_refpt_left = $Reaper2/Armature/Skeleton/lefthand
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var weapons = [
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preload("res://weapons/sword.tscn"),
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preload("res://weapons/bow.tscn"),
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preload("res://weapons/bow_rpg.tscn"),
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]
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var weapon_slot = 0
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export var draw_debug_lines: bool = false
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var state_initialized: bool = true
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var current_movement_vector: Vector2 = Vector2.ZERO
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onready var camera_trans = $Head/Camera.transform
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##################################################
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func get_weapon() -> Weapon:
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return weapon_held
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func create_empty_collision_dictionnary(to: Vector3) -> Dictionary:
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return {
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"position": to,
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"normal": null,
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"collider_id": null,
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"collider": null,
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"shape": null,
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"rid": null
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}
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func draw_line(ig: ImmediateGeometry, a: Vector3, b: Vector3):
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if draw_debug_lines:
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ig.points = [a, b]
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func get_target() -> Dictionary:
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var weapon = get_weapon()
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# var ray_from = weapon.global_transform.origin
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var ray_from = cam.global_transform.origin
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var ray_to = cam.global_transform.basis.z * -20000
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(ray_from, ray_to, [self, weapon])
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if not result:
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return create_empty_collision_dictionnary(ray_to)
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else:
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return result
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# Called when the node enters the scene tree
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func _ready() -> void:
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cam.fov = FOV
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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set_weapon(weapons[weapon_slot])
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if not draw_debug_lines:
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$LineRenderercamera.queue_free()
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$LineRendererweapon.queue_free()
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func set_weapon(weapon_scene: PackedScene):
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if weapon_held:
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weapon_held.queue_free()
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var weapon = weapon_scene.instance()
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if weapon.held_hand == "left":
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weapon_refpt_left.add_child(weapon)
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else:
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weapon_refpt_right.add_child(weapon)
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weapon_held = weapon
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weapon_held.holder = self
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# Called every frame. 'delta' is the elapsed time since the previous frame
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func _process(_delta: float) -> void:
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move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
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move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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camera_rotation()
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# Called every physics tick. 'delta' is constant
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func _physics_process(delta: float) -> void:
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if flying:
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fly(delta)
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else:
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walk(delta)
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$fps.text = "FPS: " + str(Engine.get_frames_per_second()) + " | Objects: " + str(Performance.get_monitor(Performance.OBJECT_COUNT))
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target = get_target()
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if draw_debug_lines:
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draw_line($LineRenderercamera, cam.global_transform.origin, target["position"])
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draw_line($LineRendererweapon, weapon_held.global_transform.origin, target["position"])
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if target["collider"] and target["collider"] is Entity:
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$UI/cursor_no_enemy.visible = false
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$UI/cursor_enemy.visible = true
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else:
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$UI/cursor_enemy.visible = false
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$UI/cursor_no_enemy.visible = true
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var movement_vector = Vector2.ZERO
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if Input.is_action_pressed("move_forward"):
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movement_vector.y = 1
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if Input.is_action_pressed("move_backward"):
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movement_vector.y = -1
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if Input.is_action_pressed("move_right"):
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movement_vector.x = 1
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if Input.is_action_pressed("move_left"):
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movement_vector.x = -1
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var res = current_movement_vector.linear_interpolate(movement_vector, delta*10)
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$Reaper2/AnimationTree.set("parameters/movement/blend_position", res)
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current_movement_vector = res
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# Called when there is an input event
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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mouse_axis = event.relative
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if Input.is_action_just_pressed("inp_fire"):
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weapon_held.activate(target["position"])
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if Input.is_action_just_released("inp_fire"):
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weapon_held.deactivate(target["position"])
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if Input.is_action_just_pressed("weapon_forward"):
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$player_audio.play()
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if weapon_slot == len(weapons) - 1:
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weapon_slot = 0
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else:
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weapon_slot += 1
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set_weapon(weapons[weapon_slot])
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if Input.is_action_pressed("camera_front"):
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var camera_front_transform = camera_trans
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camera_front_transform = camera_trans.translated(Vector3(5, 0, -5))
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camera_front_transform = camera_front_transform.rotated(Vector3.UP, deg2rad(-180))
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$Head/Camera.transform = camera_front_transform
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else:
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$Head/Camera.transform = camera_trans
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().change_scene("res://assets/terrains/intro_island/MainMenu.tscn")
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func walk(delta: float) -> void:
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# Input
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direction = Vector3()
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var aim: Basis = get_global_transform().basis
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if move_axis.x >= 0.5:
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direction -= aim.z
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if move_axis.x <= -0.5:
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direction += aim.z
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if move_axis.y <= -0.5:
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direction -= aim.x
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if move_axis.y >= 0.5:
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direction += aim.x
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direction.y = 0
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direction = direction.normalized()
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# Jump
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var _snap: Vector3
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if is_on_floor():
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_snap = Vector3(0, -1, 0)
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if Input.is_action_just_pressed("move_jump"):
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_snap = Vector3(0, 0, 0)
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velocity.y = jump_height
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# Apply Gravity
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velocity.y -= gravity * delta
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# Sprint
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var _speed: int
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if (Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1):
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_speed = sprint_speed
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cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8))
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sprinting = true
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else:
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_speed = walk_speed
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cam.set_fov(lerp(cam.fov, FOV, delta * 8))
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sprinting = false
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# Acceleration and Deacceleration
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# where would the player go
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var _temp_vel: Vector3 = velocity
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_temp_vel.y = 0
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var _target: Vector3 = direction * _speed
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var _temp_accel: float
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if direction.dot(_temp_vel) > 0:
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_temp_accel = acceleration
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else:
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_temp_accel = deacceleration
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if not is_on_floor():
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_temp_accel *= air_control
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# interpolation
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_temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
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velocity.x = _temp_vel.x
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velocity.z = _temp_vel.z
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# clamping (to stop on slopes)
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if direction.dot(velocity) == 0:
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var _vel_clamp := 0.1
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if velocity.x < _vel_clamp and velocity.x > -_vel_clamp:
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velocity.x = 0
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if velocity.z < _vel_clamp and velocity.z > -_vel_clamp:
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velocity.z = 0
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# Move
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velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL,
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true, 4, deg2rad(floor_max_angle)).y
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func fly(delta: float) -> void:
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# Input
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direction = Vector3()
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var aim = head.get_global_transform().basis
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if move_axis.x == 1:
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direction -= aim.z
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if move_axis.x == -1:
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direction += aim.z
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if move_axis.y == -1:
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direction -= aim.x
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if move_axis.y == 1:
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direction += aim.x
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direction = direction.normalized()
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# Acceleration and Deacceleration
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var _target: Vector3 = direction * fly_speed
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velocity = velocity.linear_interpolate(_target, fly_accel * delta)
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# Move
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velocity = move_and_slide(velocity)
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func camera_rotation() -> void:
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if mouse_axis.length() > 0:
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var _smoothness := 80
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# Get mouse delta
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var horizontal: float = -(mouse_axis.x * mouse_sensitivity) / _smoothness
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var vertical: float = -(mouse_axis.y * mouse_sensitivity) / _smoothness
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mouse_axis = Vector2()
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rotate_y(deg2rad(horizontal))
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head.rotate_x(deg2rad(vertical))
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# Clamp mouse rotation
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var temp_rot: Vector3 = head.rotation_degrees
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temp_rot.x = clamp(temp_rot.x, -75, 75)
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head.rotation_degrees = temp_rot
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