18 - Implements crouching

pull/44/head
Luiz de Oliveira 2021-04-10 20:27:30 -03:00
parent 81e79dd0a5
commit a59dbbf8c2
5 changed files with 88 additions and 29 deletions

View File

@ -0,0 +1,51 @@
# This script moves the shape up half the amount it shrinks when crouching
# This way the top of the capsule keeps the same relative position to the camera
# Moving the camera instead would cause a camera move when crouching in the air
# which is weird (I tested it).
#
# It also acts as a middleman to ensure crouching will work with all shape types
extends CollisionShape
var height: = 1.0 setget set_height, get_height
var _normal_height: float
var _normal_y: float
func _ready() -> void:
_normal_y = translation.y
match shape.get_class():
"CapsuleShape":
_normal_height = shape.height
"BoxShape":
_normal_height = shape.extents.z
var another_class:
push_error("Height logic not implemented for shape %s" % another_class)
func _process(delta: float) -> void:
if _normal_height:
# Using self. make so we call the setter even though we're inside the objecr
translation.y = _normal_y + (_normal_height - self.height) / 2.0
func set_height(value: float) -> void:
match shape.get_class():
"CapsuleShape":
shape.height = value
"BoxShape":
shape.extents.z = value
func get_height() -> float:
match shape.get_class():
"CapsuleShape":
return shape.height
"BoxShape":
return shape.extents.z
var _:
return 0.0

View File

@ -2,8 +2,13 @@ class_name Player
extends KinematicBody
const GRAVITY = Vector3.DOWN * 9.8 * 1.5
const UP = Vector3.UP
const JUMP_VELOCITY = 8
const WALK_VELOCITY = 8
const CROUCH_WALK_VELOCITY = 2
const CROUCH_VELOCITY = 5
const HEIGHT = 1.1
const CROUCH_HEIGHT = 0.55
const AIR_CONTROL = 0.1
@ -16,6 +21,7 @@ const MOUSE_SENSITIVITY = 1.0 / 1000
export var show_healthbar = true
export var max_health = 150
onready var health = max_health setget set_health
onready var collision_shape: = $CollisionShapeBody
onready var camera = $Camera
onready var debug = $Debug
@ -102,7 +108,7 @@ func on_bullet_flyby(from, to):
get_tree().root.call_deferred("add_child", flyby_noise)
remote func jump():
if is_on_floor:
if is_on_floor():
velocity.y = JUMP_VELOCITY
jump_timeout = 0.2
$Sounds/Jump.play()
@ -160,7 +166,7 @@ func jetpack_grounded(delta):
]
# Only charge when grounded.
if is_on_floor:
if is_on_floor():
jetpack_fuel = clamp(
jetpack_fuel + JETPACK_REFILL_RATE * delta,
0.0,
@ -194,8 +200,6 @@ func _physics_process(delta):
if get_parent().name != "Players":
return
check_floor_collision()
walk(delta)
fall(delta)
jetpack_grounded(delta)
@ -208,30 +212,16 @@ func _physics_process(delta):
if jump_timeout > 0:
movement_vector = move_and_slide(velocity, Vector3.UP)
else:
var upvector = floor_normal
movement_vector = move_and_slide_with_snap(velocity, Vector3.DOWN, upvector, true)
movement_vector = move_and_slide_with_snap(velocity, Vector3.DOWN, UP, true)
velocity = movement_vector
rset("translation", translation)
func check_floor_collision():
var space_state = get_world().direct_space_state
var from = global_transform.xform(Vector3(0, 0.0, 0))
var to = global_transform.xform(Vector3(0, -0.3, 0.0))
var result = space_state.intersect_ray(from, to)
if jump_timeout > 0:
is_on_floor = false
elif result:
is_on_floor = true
floor_normal = result.normal
else:
is_on_floor = false
func walk(delta):
var floor_normal = get_floor_normal()
var is_on_floor = is_on_floor()
jump_timeout -= delta
# Walk
@ -254,7 +244,8 @@ func walk(delta):
walking_speed = walking_speed.rotated(rotation.y)
if is_on_floor:
walking_speed = lerp(walking_speed, walk_direction * WALK_VELOCITY, delta * WALK_ACCEL)
var target_velocity: = WALK_VELOCITY if not Input.is_action_pressed("Crouch") else CROUCH_WALK_VELOCITY
walking_speed = lerp(walking_speed, walk_direction * target_velocity, delta * WALK_ACCEL)
else:
walking_speed = lerp(walking_speed, walk_direction * JUMP_VELOCITY, delta * JUMP_ACCEL)
walking_speed = walking_speed.rotated(-rotation.y)
@ -263,7 +254,7 @@ func walk(delta):
velocity.z = walking_speed.y
# Make walking perpendicular to the floor
if is_on_floor:
if is_on_floor and not Input.is_action_pressed("MoveJump") and floor_normal.y:
velocity.y -= velocity.dot(floor_normal) / floor_normal.y
if walking_speed.length() > 0 and is_on_floor:
@ -271,16 +262,25 @@ func walk(delta):
elif walking_speed.length() == 0 and is_on_floor:
weapon_bob_anim.travel("Idle")
# Crouch
if not get_tree().is_input_handled():
if Input.is_action_pressed("Crouch"):
collision_shape.height = move_toward(collision_shape.height, CROUCH_HEIGHT, CROUCH_VELOCITY * delta)
else:
collision_shape.height = move_toward(collision_shape.height, HEIGHT, CROUCH_VELOCITY * delta)
# collision_shape.shape.height = move_toward(collision_shape.shape.height, HEIGHT, CROUCH_VELOCITY * delta)
collision_shape.height = stepify(collision_shape.height, 0.01)
func fall(delta):
if is_on_floor:
if is_on_floor():
if not was_on_floor: # if this is the first frame of ground conotact after a frame of no ground contact - we've just ended a fall
weapon_bob_anim.travel("Land")
else:
velocity += delta * GRAVITY
was_on_floor = is_on_floor
was_on_floor = is_on_floor()
master func on_hit(damage, location):

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=44 format=2]
[gd_scene load_steps=45 format=2]
[ext_resource path="res://Classes/UI/Health.tscn" type="PackedScene" id=1]
[ext_resource path="res://Classes/UI/Billboard.gd" type="Script" id=2]
@ -12,6 +12,7 @@
[ext_resource path="res://Assets/Weapons/GrenadeLauncher/GrenadeLauncher.tscn" type="PackedScene" id=10]
[ext_resource path="res://Assets/Effects/CircleSoft.svg" type="Texture" id=11]
[ext_resource path="res://Assets/Maps/DM1/OmniFlicker.gd" type="Script" id=12]
[ext_resource path="res://Classes/Player/CollisionShapeBody.gd" type="Script" id=14]
[sub_resource type="AnimationNodeAnimation" id=1]
animation = "Idle"
@ -220,7 +221,7 @@ script = ExtResource( 8 )
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.53592, -0.0651628 )
[node name="Hand" type="Spatial" parent="Camera"]
transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.390282, -0.559 )
transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.391038, -0.559 )
[node name="WeaponBobAnimationTree" type="AnimationTree" parent="Camera/Hand"]
tree_root = SubResource( 12 )
@ -286,6 +287,7 @@ margin_bottom = 104.0
[node name="CollisionShapeBody" type="CollisionShape" parent="."]
transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0.882822, 0 )
shape = SubResource( 19 )
script = ExtResource( 14 )
[node name="Debug" type="Label" parent="."]
margin_right = 41.0

View File

@ -30,6 +30,7 @@ margin_left = 8.0
margin_top = 8.0
margin_right = -8.0
margin_bottom = -8.0
focus_mode = 2
text = "
"
scroll_following = true

View File

@ -114,6 +114,11 @@ ToggleChatVisibility={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":89,"unicode":0,"echo":false,"script":null)
]
}
Crouch={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777238,"unicode":0,"echo":false,"script":null)
]
}
[rendering]