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liblast/Player.gd

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GDScript
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extends KinematicBody
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export var is_me = false
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const GRAVITY = 9.8
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const JUMP_VELOCITY = 400
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const WALK_VELOCITY = 550
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const MOUSE_SENSITIVITY = 1.0 / 300
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onready var camera = $Camera
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var velocity = Vector3.ZERO
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var walkDirection = Vector2.ZERO
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# Declare member variables here. Examples:
# var a = 2
# var b = "text"
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func gravity():
self.velocity.y -= GRAVITY
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remote func walk(direction: Vector2):
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#print ("Walk: ", direction)
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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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velocity.x = walkVelocity.y
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velocity.z = - walkVelocity.x
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remote func jump():
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print("JUMP")
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velocity.y = JUMP_VELOCITY
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remote func mouselook(rel):
self.rotate_y(- rel.x * MOUSE_SENSITIVITY)
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camera.rotation.x = clamp(camera.rotation.x-rel.y * MOUSE_SENSITIVITY, -PI/2, PI/2)
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func motion(delta):
self.move_and_slide(velocity.rotated(Vector3.UP, self.rotation.y) * delta, Vector3.UP)
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func _physics_process(delta):
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gravity()
rpc("walk", walkDirection)
walk(walkDirection)
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motion(delta)
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func _input(event):
#print(event)
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# Moouselook
if event is InputEventMouseMotion:
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var rel = event.relative
rpc("mouselook", rel)
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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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# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass