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liblast/Game/Assets/Characters/Player.gd

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extends KinematicBody3D
@export var mouse_sensitivity := 0.35
#var speed := 15
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@onready var hud = get_tree().root.find_node("HUD", true, false)
@onready var crosshair = hud.get_node("Crosshair")
@onready var vignette = hud.get_node("Vignette")
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@onready var head = $Head
@onready var camera = $Head/Camera
@onready var tween = $Head/Camera/Tween
@onready var ground_check = $GroundCheck
@onready var climb_tween = $ClimbTween
@onready var climb_check = $ClimbCheck
@onready var body = $Body
var base_fov = 90
var view_zoom := 1.0 :
set(zoom):
view_zoom = zoom
camera.fov = base_fov / zoom
crosshair.modulate.a = clamp(1 - (zoom - 1), 0, 1)
vignette.modulate.a = (zoom - 1) / 3
var climb_height := 1
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var direction := Vector3.ZERO
var accel := 0
var speed := 0
var medium = "ground"
var accel_type := {
"ground": 12,
"air": 1,
"water": 4
}
var speed_type := {
"ground": 10,
"air": 10,
"water": 5
}
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var gravity := 28
var jump := 14
var velocity := Vector3.ZERO
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var movement := Vector3.ZERO
var gravity_vec := Vector3.ZERO
var slide := Vector3.ZERO
var snap := Vector3.ZERO
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func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
view_zoom = 1.0
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func aim(event) -> void:
var mouse_motion = event as InputEventMouseMotion
if mouse_motion:
rotation_degrees.y -= mouse_motion.relative.x * mouse_sensitivity / view_zoom
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var current_tilt: float = head.rotation_degrees.x
current_tilt -= mouse_motion.relative.y * mouse_sensitivity / view_zoom
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head.rotation_degrees.x = clamp(current_tilt, -90, 90)
func _input(event) -> void:
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if Input.is_action_just_pressed("view_zoom"):
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tween.remove_all()
tween.interpolate_property(self, "view_zoom", view_zoom, 4.0, 0.5, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
tween.start()
if Input.is_action_just_released("view_zoom"):
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tween.remove_all()
tween.interpolate_property(self, "view_zoom", view_zoom, 1.0, 0.25, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
tween.start()
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aim(event)
func _physics_process(delta):
direction = Vector3.ZERO
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if is_on_floor() and ground_check.is_colliding():
snap = -get_floor_normal()
medium = "ground"
gravity_vec = Vector3.ZERO
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else:
snap = Vector3.DOWN
medium = "air"
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gravity_vec += Vector3.DOWN * gravity * delta
if Input.is_action_just_pressed("move_jump") and is_on_floor():
snap = Vector3.ZERO
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gravity_vec = Vector3.UP * jump
if Input.is_action_pressed("move_forward"):
direction -= transform.basis.z
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if Input.is_action_pressed("move_backward"):
direction += transform.basis.z
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if Input.is_action_pressed("move_left"):
direction -= transform.basis.x
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if Input.is_action_pressed("move_right"):
direction += transform.basis.x
if direction.length() > 0: # normalized() will return a null
direction = direction.normalized()
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speed = speed_type[medium]
accel = accel_type[medium]
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velocity = velocity.lerp(direction * speed, accel * delta)
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movement = velocity + gravity_vec
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slide = move_and_slide_with_snap(movement, snap, Vector3.UP)
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# (stair) climbing
return 0
if get_slide_count() > 1:
var hit_wall = false
for i in range(0, get_slide_count()):
if get_slide_collision(i).position.y > global_transform.origin.y:
hit_wall = true
print("hit a wall!")
break
if not hit_wall:
print("didn't hit a wall")
else:
var climb_test_start = global_transform.translated(Vector3(0, climb_height, 0))
var climb_test_step = Vector3(0,0,-0.1).rotated(Vector3.UP, rotation.y)
if not test_move(climb_test_start, climb_test_step): # no collision
var step = climb_check.get_collision_point().y
var start = global_transform.origin.y
print("step: ", step, " start: ", start)
global_transform.origin.y = step
# var climb = start - step
# body.shape.height -= climb
# body.translation.y += climb / 2
#
# climb_tween.interpolate_property(body, "shape/height", body.shape.height, body.shape.height + climb, 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
# climb_tween.interpolate_property(body, "shape/translation.y", body.translation.y, body.translation.y - (climb / 2), 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
# climb_tween.start()
if not is_on_floor() and not ground_check.is_colliding(): # while in mid-air collisions affect momentum
velocity.x = slide.x
velocity.z = slide.z
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gravity_vec.y = slide.y