Started rework on player movement

pull/35/head
Jan Heemstra 2021-03-18 00:05:57 +01:00
parent 28d773b44b
commit 38a0cc2622
5 changed files with 87 additions and 140 deletions

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163
Player.gd
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@ -1,12 +1,12 @@
extends KinematicBody
const GRAVITY = 9.8 * 1.5
const JUMP_VELOCITY = 400
const WALK_VELOCITY = 550
const GRAVITY = Vector3.DOWN * 9.8 * 1.5
const JUMP_VELOCITY = 9
const WALK_VELOCITY = 8
const AIR_CONTROL = 0.1
const WALK_ACCEL = 0.25
const WALK_ACCEL = 5
const WALK_DECEL = 0.1
const MOUSE_SENSITIVITY = 1.0 / 1000
@ -27,7 +27,6 @@ const JETPACK_THRUST = 1500
var jetpack_active = false # is the jetpack active?
var jetpack_fuel = JETPACK_FUEL_MAX # max fuel (in seconds)
#onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
# $"Sounds/Footstep-Concrete-02",
# $"Sounds/Footstep-Concrete-03",
@ -41,7 +40,7 @@ var jetpack_fuel = JETPACK_FUEL_MAX # max fuel (in seconds)
onready var game = get_parent().get_parent()
var velocity = Vector3.ZERO
var walkDirection = Vector2.ZERO
var walk_direction = Vector2.ZERO
var walkDirInt = Vector2.ZERO
#var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
@ -73,10 +72,6 @@ func set_nickname(_nickname):
remote func set_player_data(player):
nickname = player.nickname
func gravity():
if not is_on_floor():
self.velocity.y -= GRAVITY
func get_closest_point(_A: Vector3, _B: Vector3):
var A = transform.inverse().xform(_A)
var B = transform.inverse().xform(_B)
@ -93,41 +88,10 @@ func on_bullet_flyby(from, to):
get_tree().root.call_deferred("add_child", flyby_noise)
remote func walk(direction: Vector2):
var walkDirectionNormalized = direction.normalized()
#print("Player walkDirection: ", walkDirectionNormalized)
var walkVelocity = WALK_VELOCITY * walkDirectionNormalized
var interpolation
var currentVelocity = Vector2(- velocity.z, velocity.x)
if walkVelocity.dot(currentVelocity) > 0:
interpolation = WALK_ACCEL
else:
interpolation = WALK_DECEL
if not is_on_floor():
interpolation *= AIR_CONTROL
debug.text = "Interpolation: " + String(interpolation)
debug.text += "\nwalkVelocity: " + String(walkVelocity)
debug.text += "\ncurrentVelocity: " + String(currentVelocity)
debug.text += "\nvelocity: " + String(velocity)
debug.text += "\nis_on_floor(): " + String(is_on_floor())
debug.text += "\nhealth: " + String(health)
debug.text += "\njetpack: " + String(jetpack_fuel)
velocity.x = lerp(velocity.x, walkVelocity.rotated(- self.rotation.y).y, interpolation)
velocity.z = lerp(velocity.z, - walkVelocity.rotated(- self.rotation.y).x, interpolation)
#if walkVelocity.length() > 0 and is_on_floor():
#
remote func jump():
if is_on_floor():
velocity.y = JUMP_VELOCITY
$Sounds/Jump.play()
$Sounds/Jump.play()
remote func mouselook_abs(x, y):
camera.rotation.x = x
@ -140,34 +104,6 @@ remote func mouselook(rel):
rpc_unreliable("mouselook_abs", camera.rotation.x, rotation.y)
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 )
var dot_product = self.get_slide_collision(i).normal.dot(velocity)
debug.text += "\nslide dot " + String(i) + ": " + String( dot_product )
#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
func _physics_process(delta):
if is_dead:
return
@ -175,23 +111,56 @@ func _physics_process(delta):
if str(get_tree().get_network_unique_id()) != name:
return
if jetpack_active and jetpack_fuel > 0.25:
velocity.y += JETPACK_THRUST * delta
jetpack_fuel -= delta
$Sounds/Jetpack.stream_paused = false
elif not jetpack_active and jetpack_fuel < JETPACK_FUEL_MAX:
jetpack_fuel = min(JETPACK_FUEL_MAX, jetpack_fuel + JETPACK_REFILL_RATE * delta)
$Sounds/Jetpack.stream_paused = true
walk(delta)
fall(delta)
gravity()
rpc("walk", walkDirection)
walk(walkDirection)
motion(delta)
var movement_vector = Vector3()
if Input.is_action_just_pressed("MoveJump"):
movement_vector = move_and_slide(velocity, Vector3.UP)
else:
var upvector = Vector3.UP
if is_on_floor():
upvector = get_floor_normal()
movement_vector = move_and_slide_with_snap(velocity, Vector3.DOWN, upvector, true)
velocity = movement_vector
rset("translation", translation)
func walk(delta):
# Walk
walk_direction = Vector2()
if Input.is_action_pressed("MoveForward"):
walk_direction.y -= 1
if Input.is_action_pressed("MoveBack"):
walk_direction.y += 1
if Input.is_action_pressed("MoveLeft"):
walk_direction.x -= 1
if Input.is_action_pressed("MoveRight"):
walk_direction.x += 1
walk_direction = walk_direction.normalized()
var walking_speed = Vector2(velocity.x, velocity.z)
walking_speed = walking_speed.rotated(rotation.y)
walking_speed = lerp(walking_speed, walk_direction * WALK_VELOCITY, delta * WALK_ACCEL)
walking_speed = walking_speed.rotated(-rotation.y)
velocity.x = walking_speed.x
velocity.z = walking_speed.y
func fall(delta):
print(is_on_floor())
if is_on_floor():
velocity -= delta * get_floor_normal() * 20
else:
velocity += delta * GRAVITY
master func on_hit(damage, location):
set_health(health - 30)
@ -245,17 +214,6 @@ func spawn():
velocity = Vector3()
walkDirection = Vector2.ZERO
# 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
game.get_spawn_point().spawn(self)
$Camera/Hand.show()
@ -296,25 +254,6 @@ func _input(event):
if event.is_action_pressed("MoveJump"):
rpc("jump")
jump()
# 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
if event.is_action_pressed("MoveJetpack"):
jetpack_active = true

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@ -108,5 +108,6 @@ autoplay = true
stream_paused = true
[node name="HUD" parent="." instance=ExtResource( 3 )]
[connection signal="ammo_changed" from="Camera/Hand/Weapon" to="HUD" method="update_ammo"]
[connection signal="damage_dealt" from="Camera/Hand/Weapon" to="HUD" method="update_crosshair" binds= [ true, true ]]