This repository has been archived on 2022-01-09. You can view files and clone it, but cannot push or open issues/pull-requests.
liblast/Player.gd

332 lines
8.3 KiB
GDScript
Raw Permalink Normal View History

2020-06-14 00:29:58 +02:00
extends KinematicBody
const GRAVITY = 9.8 * 1.5
const JUMP_VELOCITY = 400
const WALK_VELOCITY = 550
2020-06-14 21:01:48 +02:00
const AIR_CONTROL = 0.1
2020-06-14 21:16:33 +02:00
const WALK_ACCEL = 0.25
2020-06-14 21:01:48 +02:00
const WALK_DECEL = 0.1
2020-06-14 00:29:58 +02:00
const MOUSE_SENSITIVITY = 1.0 / 1000
2020-06-14 02:07:37 +02:00
export var show_healthbar = true
2020-06-17 22:01:12 +02:00
export var max_health = 150
2020-09-29 00:17:19 +02:00
onready var health = max_health setget set_health
2020-06-17 22:01:12 +02:00
2020-06-14 02:07:37 +02:00
onready var camera = $Camera
2020-06-14 21:29:36 +02:00
onready var debug = $Debug
2020-06-14 02:07:37 +02:00
2020-10-14 00:45:11 +02:00
var is_dead = true
2020-09-26 00:16:13 +02:00
#onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
# $"Sounds/Footstep-Concrete-02",
# $"Sounds/Footstep-Concrete-03",
# $"Sounds/Footstep-Concrete-04"]
2020-09-18 00:33:51 +02:00
#var sfx_footsteps_last = 0
#var sfx_footsteps_next = 0
#var sfx_footsteps_delay = 0.2
#var sfx_footsteps_play = false
2020-09-18 00:33:51 +02:00
2020-06-17 22:38:26 +02:00
onready var game = get_parent().get_parent()
2020-06-14 00:29:58 +02:00
var velocity = Vector3.ZERO
2020-06-14 00:38:15 +02:00
var walkDirection = Vector2.ZERO
2020-06-14 21:01:48 +02:00
var walkDirInt = Vector2.ZERO
2020-06-14 00:38:15 +02:00
#var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn")
onready var nickname = "guest" setget set_nickname
2020-09-19 11:22:41 +02:00
#func sfx_play_footsteps():
# if not sfx_footsteps_play:
# sfx_footsteps_play = true
# while sfx_footsteps_next == sfx_footsteps_last:
# sfx_footsteps_next = randi() % len(sfx_foosteps)
# sfx_footsteps_last = sfx_footsteps_next
# print("Play footstep: ", String(sfx_footsteps_next) )
# sfx_foosteps[sfx_footsteps_next].play()
# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
# sfx_footsteps_play = false
2020-09-18 00:33:51 +02:00
2020-09-29 00:17:19 +02:00
func set_health(value):
health = value
$HUD.updateHealth(value)
$Billboard.rpc("set_health", value)
#$Billboard.set_health(value)
2020-10-03 23:26:35 +02:00
func set_nickname(_nickname):
$Billboard.set_nickname(_nickname)
nickname = _nickname
2020-09-29 00:17:19 +02:00
2020-10-03 23:26:35 +02:00
remote func set_player_data(player):
nickname = player.nickname
2020-06-14 00:38:15 +02:00
func gravity():
if not is_on_floor():
self.velocity.y -= GRAVITY
2020-06-15 15:24:26 +02:00
func get_closest_point(_A: Vector3, _B: Vector3):
var A = transform.inverse().xform(_A)
var B = transform.inverse().xform(_B)
2020-09-19 14:10:30 +02:00
var diff = B - A
var result = A - (A.dot(diff) * diff) / (diff.length_squared())
2020-09-25 23:38:22 +02:00
return transform.xform(result)
2020-09-25 23:19:38 +02:00
func on_bullet_flyby(from, to):
var closest_point = get_closest_point(from, to)
2020-09-25 23:38:22 +02:00
var flyby_noise = preload("res://Audio/BulletFlyBySoundPlayer.tscn").instance()
flyby_noise.translation = closest_point
get_tree().root.call_deferred("add_child", flyby_noise)
2020-09-25 23:19:38 +02:00
2020-06-14 01:46:37 +02:00
remote func walk(direction: Vector2):
var walkDirectionNormalized = direction.normalized()
2020-06-14 01:39:42 +02:00
#print("Player walkDirection: ", walkDirectionNormalized)
2020-06-14 00:38:15 +02:00
2020-06-14 01:37:44 +02:00
var walkVelocity = WALK_VELOCITY * walkDirectionNormalized
2020-06-14 21:16:33 +02:00
var interpolation
var currentVelocity = Vector2(- velocity.z, velocity.x)
if walkVelocity.dot(currentVelocity) > 0:
interpolation = WALK_ACCEL
else:
interpolation = WALK_DECEL
2020-06-14 21:19:37 +02:00
if not is_on_floor():
interpolation *= AIR_CONTROL
2020-06-14 21:16:33 +02:00
debug.text = "Interpolation: " + String(interpolation)
debug.text += "\nwalkVelocity: " + String(walkVelocity)
debug.text += "\ncurrentVelocity: " + String(currentVelocity)
debug.text += "\nvelocity: " + String(velocity)
2020-06-14 21:19:37 +02:00
debug.text += "\nis_on_floor(): " + String(is_on_floor())
2020-06-17 22:01:12 +02:00
debug.text += "\nhealth: " + String(health)
velocity.x = lerp(velocity.x, walkVelocity.rotated(- self.rotation.y).y, interpolation)
velocity.z = lerp(velocity.z, - walkVelocity.rotated(- self.rotation.y).x, interpolation)
2020-06-14 00:29:58 +02:00
#if walkVelocity.length() > 0 and is_on_floor():
2020-09-19 11:22:41 +02:00
#
2020-06-14 01:05:03 +02:00
remote func jump():
2020-06-14 21:20:49 +02:00
if is_on_floor():
velocity.y = JUMP_VELOCITY
2020-09-28 22:33:44 +02:00
$Sounds/Jump.play()
2020-06-14 00:59:06 +02:00
remote func mouselook_abs(x, y):
camera.rotation.x = x
rotation.y = y
2020-06-14 02:11:02 +02:00
remote func mouselook(rel):
var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier
rotate_y(- rel.x * sensitivity)
camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2)
2020-09-16 19:21:56 +02:00
rpc_unreliable("mouselook_abs", camera.rotation.x, rotation.y)
2020-06-14 02:11:02 +02:00
2020-06-14 00:29:58 +02:00
func motion(delta):
var slide_velocity = move_and_slide(velocity * delta, Vector3.UP, true)
if slide_velocity.length() > 2 and is_on_floor():
$Sounds/Footsteps.play()
#var slide_velocity = move_and_collide(velocity * delta, Vector3.UP)
debug.text += "\nslide_velocity: " + String( slide_velocity )
debug.text += "\nslide dot product: " + String( velocity.normalized().dot(slide_velocity.normalized()) )
debug.text += "\nslide count: " + String( self.get_slide_count() )
for i in range(0, self.get_slide_count() ):
debug.text += "\nslide " + String(i) + ": " + String( self.get_slide_collision(i).normal )
2020-09-14 00:25:53 +02:00
var dot_product = self.get_slide_collision(i).normal.dot(velocity)
debug.text += "\nslide dot " + String(i) + ": " + String( dot_product )
2020-09-14 23:51:03 +02:00
#if dot_product < 0:
# # Push represents the component vector pushing into the surface
# var push = dot_product * self.get_slide_collision(i).normal
# debug.text += "\npush " + String(i) + ": " + String( push )
#
# velocity -= push
velocity = slide_velocity / delta
if is_on_floor():
velocity -= get_floor_normal() * 150
2020-06-14 01:05:03 +02:00
2020-06-14 00:29:58 +02:00
func _physics_process(delta):
2020-09-26 00:16:13 +02:00
if is_dead:
return
2020-06-15 15:24:26 +02:00
if str(get_tree().get_network_unique_id()) != name:
return
2020-06-14 00:38:15 +02:00
gravity()
rpc("walk", walkDirection)
walk(walkDirection)
2020-06-14 00:29:58 +02:00
motion(delta)
2020-06-15 15:24:26 +02:00
rset("translation", translation)
2020-06-14 00:29:58 +02:00
master func on_hit(damage, location):
2020-09-29 00:17:19 +02:00
set_health(health - 30)
2020-09-17 23:09:28 +02:00
rpc("blood_splatter", location)
2020-09-28 22:33:44 +02:00
if health <= 0:
2020-09-17 23:09:28 +02:00
rpc("kill")
else:
2020-09-28 00:31:59 +02:00
$Sounds/Pain.rpc("play")
2020-06-17 22:01:12 +02:00
2020-09-26 00:07:21 +02:00
sync func blood_splatter(location):
var effect = bodyHitEffect.instance()
get_tree().root.add_child(effect)
effect.global_transform.origin = location
2020-06-19 01:21:17 +02:00
master func kill():
2020-09-26 02:07:35 +02:00
if is_dead:
return
$Sounds/Death.rpc("play")
2020-09-28 22:33:44 +02:00
#print ("kill")
2020-09-26 02:07:35 +02:00
is_dead = true
2020-09-28 22:33:44 +02:00
#print ("set as dead")
2020-09-29 00:17:19 +02:00
set_health(0)
2020-09-28 22:33:44 +02:00
#print ("health:", health)
2020-09-23 21:17:14 +02:00
$CollisionShapeBody.disabled = true
2020-09-28 22:33:44 +02:00
$Camera/Hand.hide()
2020-09-30 02:08:16 +02:00
#$HUD.update_crosshair(false, false)
2020-09-28 22:33:44 +02:00
2020-09-23 21:17:14 +02:00
yield(get_tree().create_timer(3), "timeout")
2020-06-19 01:21:17 +02:00
spawn()
2020-09-23 21:17:14 +02:00
yield(get_tree().create_timer(3), "timeout")
2020-09-29 00:17:19 +02:00
# for i in gibs.get_children():
# i.queue_free()
# yield(get_tree().create_timer(rand_range(0.1, 1)), "timeout")
2020-09-23 21:17:14 +02:00
2020-09-29 00:17:19 +02:00
# gibs.queue_free()
2020-06-19 01:21:17 +02:00
func spawn():
2020-09-26 00:16:13 +02:00
is_dead = false
2020-09-29 00:17:19 +02:00
set_health(150)
velocity = Vector3()
2020-12-11 22:54:40 +01:00
walkDirection = Vector2.ZERO
2020-12-11 22:54:40 +01:00
# Fix bug when holding walking button when spawning
if Input.is_action_pressed("MoveForward"):
walkDirection.x += 1
if Input.is_action_pressed("MoveBack"):
walkDirection.x -= 1
if Input.is_action_pressed("MoveRight"):
walkDirection.y += 1
if Input.is_action_pressed("MoveLeft"):
walkDirection.y -= 1
2020-06-19 01:21:17 +02:00
game.get_spawn_point().spawn(self)
$Camera/Hand.show()
2020-10-14 00:45:11 +02:00
$HUD.show()
$CollisionShapeBody.disabled = false
$Camera.rotation = Vector3.ZERO
rotation = Vector3.ZERO
2020-06-19 01:21:17 +02:00
2020-06-17 22:01:12 +02:00
func shoot():
2020-09-30 02:08:16 +02:00
var weapon = find_node("Weapon")
2020-09-30 02:08:16 +02:00
var remaining_ammo = weapon.shoot($Camera)
func reload():
var weapon = find_node("Weapon")
2020-06-17 22:01:12 +02:00
2020-09-30 02:08:16 +02:00
weapon.reload()
2020-06-17 22:01:12 +02:00
2020-06-14 01:05:03 +02:00
func _input(event):
2020-09-26 00:16:13 +02:00
if is_dead:
return
2020-06-15 15:24:26 +02:00
if str(get_tree().get_network_unique_id()) != name:
return
2020-06-17 22:38:26 +02:00
if game.GAME_MODE != "PLAYING":
return
2020-06-14 02:07:37 +02:00
# Moouselook
if event is InputEventMouseMotion:
2020-06-14 02:17:43 +02:00
var rel = event.relative
2020-06-14 02:11:02 +02:00
mouselook(rel)
2020-06-14 02:07:37 +02:00
# Jump
2020-06-14 01:05:03 +02:00
if event.is_action_pressed("MoveJump"):
2020-06-14 01:13:43 +02:00
rpc("jump")
2020-06-14 01:05:03 +02:00
jump()
2020-09-23 21:17:14 +02:00
2020-06-14 02:07:37 +02:00
# Walk
if event.is_action_pressed("MoveForward"):
walkDirection.x += 1
if event.is_action_pressed("MoveBack"):
walkDirection.x -= 1
if event.is_action_pressed("MoveRight"):
walkDirection.y += 1
if event.is_action_pressed("MoveLeft"):
walkDirection.y -= 1
if event.is_action_released("MoveForward"):
walkDirection.x += -1
if event.is_action_released("MoveBack"):
walkDirection.x -= -1
if event.is_action_released("MoveRight"):
walkDirection.y += -1
if event.is_action_released("MoveLeft"):
walkDirection.y -= -1
2020-06-17 22:01:12 +02:00
if event.is_action_pressed("WeaponPrimary"):
shoot()
2020-09-30 02:08:16 +02:00
if event.is_action_pressed("WeaponReload"):
reload()
2020-06-14 01:05:03 +02:00
func set_local_player():
set_network_master(get_tree().get_network_unique_id())
camera.current = true
2020-10-14 00:45:11 +02:00
#$HUD.show()
2020-10-02 20:55:46 +02:00
$Billboard.hide()
2020-06-14 00:29:58 +02:00
# Called when the node enters the scene tree for the first time.
func _ready():
set_health(max_health)
# disabled the ragdoll collider
2020-09-29 00:17:19 +02:00
#for i in $Player/Gibs.get_children():
# i.get_child(1).disabled = true
#disabled = true
#$"Player/Gibs/PlayerGibs _cell /shape0".set_disabled(true)
2020-06-15 15:24:26 +02:00
rset_config("translation", MultiplayerAPI.RPC_MODE_SYNC)
if !show_healthbar:
$Billboard.hide()
2020-06-14 22:16:42 +02:00
# only show the debug label on local machine
if name != String(get_tree().get_network_unique_id()):
2020-06-14 22:16:42 +02:00
debug.hide()
2020-06-14 00:29:58 +02:00
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass