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liblast/Player.gd

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GDScript
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extends KinematicBody
const GRAVITY = 9.8 * 1.5
const JUMP_VELOCITY = 400
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
onready var health = max_health
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onready var camera = $Camera
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onready var debug = $Debug
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onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
$"Sounds/Footstep-Concrete-02",
$"Sounds/Footstep-Concrete-03",
$"Sounds/Footstep-Concrete-04"]
var sfx_footsteps_last = 0
var sfx_footsteps_next = 0
var sfx_footsteps_delay = 0.2
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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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
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func gravity():
if not is_on_floor():
self.velocity.y -= GRAVITY
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remote func walk(direction: Vector2):
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
var currentVelocity = Vector2(- velocity.z, velocity.x)
if walkVelocity.dot(currentVelocity) > 0:
interpolation = WALK_ACCEL
else:
interpolation = WALK_DECEL
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if not is_on_floor():
interpolation *= AIR_CONTROL
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debug.text = "Interpolation: " + String(interpolation)
debug.text += "\nwalkVelocity: " + String(walkVelocity)
debug.text += "\ncurrentVelocity: " + String(currentVelocity)
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)
velocity.x = lerp(velocity.x, walkVelocity.rotated(- self.rotation.y).y, interpolation)
velocity.z = lerp(velocity.z, - walkVelocity.rotated(- self.rotation.y).x, interpolation)
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if walkVelocity.length() > 0 and is_on_floor():
sfx_play_footsteps()
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remote func jump():
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if is_on_floor():
velocity.y = JUMP_VELOCITY
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remote func mouselook_abs(x, y):
camera.rotation.x = x
rotation.y = y
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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)
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rpc_unreliable("mouselook_abs", camera.rotation.x, rotation.y)
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func motion(delta):
var slide_velocity = move_and_slide(velocity * delta, Vector3.UP, true)
#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 )
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var dot_product = self.get_slide_collision(i).normal.dot(velocity)
debug.text += "\nslide dot " + String(i) + ": " + String( dot_product )
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#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
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func _physics_process(delta):
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if str(get_tree().get_network_unique_id()) != name:
return
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gravity()
rpc("walk", walkDirection)
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:
rpc("kill")
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remote func blood_splatter(location):
pass
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master func kill():
health = 0
spawn()
func spawn():
health = 150
game.get_spawn_point().spawn(self)
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func shoot():
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var gun = find_node("Weapon")
gun.shoot()
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var space_state = get_world().direct_space_state
var crosshair_pos = get_viewport().size / 2
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var from = $Camera.project_ray_origin(crosshair_pos)
var to = from + $Camera.project_ray_normal(crosshair_pos) * 1000
var result = space_state.intersect_ray(from, to)
if "collider" in result:
var hit = result.collider
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if hit.has_method("on_hit"):
hit.rpc("on_hit", 30, result.position)
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if hit is get_script():
print("Is player")
$CrosshairContainer/Hitmarker.activate(.2)
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func _input(event):
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if str(get_tree().get_network_unique_id()) != name:
return
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if game.GAME_MODE != "PLAYING":
return
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# Moouselook
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
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
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if event.is_action_pressed("WeaponPrimary"):
shoot()
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# Called when the node enters the scene tree for the first time.
func _ready():
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rset_config("translation", MultiplayerAPI.RPC_MODE_SYNC)
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# only show the debug label on local machine
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())
print(name)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass