forked from unfa/liblast
307 lines
7.6 KiB
GDScript
307 lines
7.6 KiB
GDScript
extends KinematicBody
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const GRAVITY = 9.8 * 1.5
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const JUMP_VELOCITY = 400
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const WALK_VELOCITY = 550
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const AIR_CONTROL = 0.1
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const WALK_ACCEL = 0.25
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const WALK_DECEL = 0.1
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const MOUSE_SENSITIVITY = 1.0 / 1000
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export var max_health = 150
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onready var health = max_health
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onready var camera = $Camera
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onready var debug = $Debug
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var is_dead = false
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#onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
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# $"Sounds/Footstep-Concrete-02",
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# $"Sounds/Footstep-Concrete-03",
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# $"Sounds/Footstep-Concrete-04"]
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#var sfx_footsteps_last = 0
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#var sfx_footsteps_next = 0
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#var sfx_footsteps_delay = 0.2
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#var sfx_footsteps_play = false
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onready var game = get_parent().get_parent()
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var velocity = Vector3.ZERO
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var walkDirection = Vector2.ZERO
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var walkDirInt = Vector2.ZERO
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#var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
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var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn")
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#func sfx_play_footsteps():
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# if not sfx_footsteps_play:
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# sfx_footsteps_play = true
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# while sfx_footsteps_next == sfx_footsteps_last:
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# sfx_footsteps_next = randi() % len(sfx_foosteps)
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# sfx_footsteps_last = sfx_footsteps_next
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# print("Play footstep: ", String(sfx_footsteps_next) )
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# sfx_foosteps[sfx_footsteps_next].play()
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# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
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# sfx_footsteps_play = false
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func gravity():
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if not is_on_floor():
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self.velocity.y -= GRAVITY
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func get_closest_point(A: Vector3, B: Vector3):
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var diff = B - A
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return A - (A.dot(diff) * diff) / (diff.length_squared())
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remote func walk(direction: Vector2):
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var walkDirectionNormalized = direction.normalized()
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#print("Player walkDirection: ", walkDirectionNormalized)
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var walkVelocity = WALK_VELOCITY * walkDirectionNormalized
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var interpolation
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var currentVelocity = Vector2(- velocity.z, velocity.x)
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if walkVelocity.dot(currentVelocity) > 0:
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interpolation = WALK_ACCEL
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else:
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interpolation = WALK_DECEL
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if not is_on_floor():
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interpolation *= AIR_CONTROL
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debug.text = "Interpolation: " + String(interpolation)
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debug.text += "\nwalkVelocity: " + String(walkVelocity)
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debug.text += "\ncurrentVelocity: " + String(currentVelocity)
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debug.text += "\nvelocity: " + String(velocity)
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debug.text += "\nis_on_floor(): " + String(is_on_floor())
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debug.text += "\nhealth: " + String(health)
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velocity.x = lerp(velocity.x, walkVelocity.rotated(- self.rotation.y).y, interpolation)
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velocity.z = lerp(velocity.z, - walkVelocity.rotated(- self.rotation.y).x, interpolation)
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if walkVelocity.length() > 0 and is_on_floor():
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$Sounds/Footsteps.play()
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#
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remote func jump():
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if is_on_floor():
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velocity.y = JUMP_VELOCITY
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$Sounds/Jump.play()
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remote func mouselook_abs(x, y):
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camera.rotation.x = x
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rotation.y = y
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remote func mouselook(rel):
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var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier
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rotate_y(- rel.x * sensitivity)
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camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2)
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rpc_unreliable("mouselook_abs", camera.rotation.x, rotation.y)
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func motion(delta):
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var slide_velocity = move_and_slide(velocity * delta, Vector3.UP, true)
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#var slide_velocity = move_and_collide(velocity * delta, Vector3.UP)
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debug.text += "\nslide_velocity: " + String( slide_velocity )
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debug.text += "\nslide dot product: " + String( velocity.normalized().dot(slide_velocity.normalized()) )
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debug.text += "\nslide count: " + String( self.get_slide_count() )
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for i in range(0, self.get_slide_count() ):
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debug.text += "\nslide " + String(i) + ": " + String( self.get_slide_collision(i).normal )
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var dot_product = self.get_slide_collision(i).normal.dot(velocity)
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debug.text += "\nslide dot " + String(i) + ": " + String( dot_product )
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#if dot_product < 0:
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# # Push represents the component vector pushing into the surface
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# var push = dot_product * self.get_slide_collision(i).normal
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# debug.text += "\npush " + String(i) + ": " + String( push )
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#
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# velocity -= push
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velocity = slide_velocity / delta
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if is_on_floor():
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velocity -= get_floor_normal() * 150
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func _physics_process(delta):
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if is_dead:
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return
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if str(get_tree().get_network_unique_id()) != name:
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return
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gravity()
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rpc("walk", walkDirection)
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walk(walkDirection)
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motion(delta)
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rset("translation", translation)
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master func on_hit(damage, location):
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health -= 30
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rpc("blood_splatter", location)
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if health <= 0:
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rpc("kill")
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$Sounds/Death.play()
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else:
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$Sounds/Pain.play()
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remote func blood_splatter(location):
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var effect = bodyHitEffect.instance()
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get_tree().root.add_child(effect)
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effect.global_transform.origin = location
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master func kill():
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health = 0
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var gibs = $Player/Gibs.duplicate()
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get_tree().root.add_child(gibs)
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gibs.global_transform = global_transform
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gibs.show()
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$CollisionShapeBody.disabled = true
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$CollisionShapeFeet.disabled = true
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# enable the ragdoll colliders
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for i in gibs.get_children():
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i.get_child(1).disabled = false
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# Respawn timer
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is_dead = true
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$MeshInstance.hide()
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$Camera/Hand.hide()
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$CrosshairContainer.hide()
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yield(get_tree().create_timer(3), "timeout")
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$MeshInstance.show()
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spawn()
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yield(get_tree().create_timer(3), "timeout")
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for i in gibs.get_children():
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i.queue_free()
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yield(get_tree().create_timer(rand_range(0.1, 1)), "timeout")
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gibs.queue_free()
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func spawn():
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is_dead = false
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health = 150
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velocity = Vector3()
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walkDirection = Vector2.ZERO
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game.get_spawn_point().spawn(self)
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$MeshInstance.show()
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$Camera/Hand.show()
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$CrosshairContainer.show()
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$CollisionShapeBody.disabled = false
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$CollisionShapeFeet.disabled = false
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$Camera.rotation = Vector3.ZERO
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rotation = Vector3.ZERO
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func shoot():
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var gun = find_node("Weapon")
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gun.shoot()
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var space_state = get_world().direct_space_state
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var crosshair_pos = get_viewport().size / 2
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var from = $Camera.project_ray_origin(crosshair_pos)
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var to = from + $Camera.project_ray_normal(crosshair_pos) * 1000
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var result = space_state.intersect_ray(from, to)
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if "collider" in result:
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var hit = result.collider
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if hit.has_method("on_hit"):
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hit.rpc("on_hit", 30, result.position)
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if hit is get_script():
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print("Is a live player")
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$CrosshairContainer/HitConfirmation.activate(.2)
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func _input(event):
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if is_dead:
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return
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if str(get_tree().get_network_unique_id()) != name:
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return
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if game.GAME_MODE != "PLAYING":
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return
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# Moouselook
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if event is InputEventMouseMotion:
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var rel = event.relative
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mouselook(rel)
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# Jump
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if event.is_action_pressed("MoveJump"):
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rpc("jump")
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jump()
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# Walk
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if event.is_action_pressed("MoveForward"):
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walkDirection.x += 1
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if event.is_action_pressed("MoveBack"):
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walkDirection.x -= 1
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if event.is_action_pressed("MoveRight"):
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walkDirection.y += 1
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if event.is_action_pressed("MoveLeft"):
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walkDirection.y -= 1
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if event.is_action_released("MoveForward"):
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walkDirection.x += -1
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if event.is_action_released("MoveBack"):
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walkDirection.x -= -1
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if event.is_action_released("MoveRight"):
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walkDirection.y += -1
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if event.is_action_released("MoveLeft"):
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walkDirection.y -= -1
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if event.is_action_pressed("WeaponPrimary"):
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shoot()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# disabled the ragdoll collider
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for i in $Player/Gibs.get_children():
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i.get_child(1).disabled = true
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#disabled = true
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#$"Player/Gibs/PlayerGibs _cell /shape0".set_disabled(true)
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rset_config("translation", MultiplayerAPI.RPC_MODE_SYNC)
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# only show the debug label on local machine
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if name != String(get_tree().get_network_unique_id()):
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debug.hide()
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print(get_tree().get_network_unique_id())
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print(name)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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