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liblast/Game/Assets/Characters/Player.gd

123 lines
3.2 KiB
GDScript

extends KinematicBody3D
@export var mouse_sensitivity := 0.35
#var speed := 15
@onready var head = $Head
@onready var camera = $Head/Camera
@onready var tween = $Head/Camera/Tween
@onready var ground_check = $GroundCheck
@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")
var base_fov = 90
var view_zoom := .0 :
set(zoom):
view_zoom = zoom
camera.fov = base_fov / ((zoom + 1) * 2)
#crosshair.modulate.a = 1 - (zoom - 1) * 2
#vignette.modulate.a = zoom
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": 15,
"air": 15,
"water": 7.5
}
var gravity := 28
var jump := 14
var velocity := Vector3.ZERO
var movement := Vector3.ZERO
var gravity_vec := Vector3.ZERO
var slide := Vector3.ZERO
var snap := Vector3.ZERO
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
view_zoom = .0
func aim(event) -> void:
var mouse_motion = event as InputEventMouseMotion
if mouse_motion:
rotation_degrees.y -= mouse_motion.relative.x * mouse_sensitivity / view_zoom
var current_tilt: float = head.rotation_degrees.x
current_tilt -= mouse_motion.relative.y * mouse_sensitivity / view_zoom
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"):
#tween.stop_all()
tween.interpolate_property(self, "view_zoom", view_zoom, 1.0, 0.5, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
tween.start()
crosshair.hide()
if Input.is_action_just_released("view_zoom"):
#tween.stop_all()
tween.interpolate_property(self, "view_zoom", view_zoom, 0.0, 0.25, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
tween.start()
crosshair.show()
aim(event)
func _physics_process(delta):
direction = Vector3.ZERO
if is_on_floor() and ground_check.is_colliding():
snap = -get_floor_normal()
medium = "ground"
gravity_vec = Vector3.ZERO
else:
snap = Vector3.DOWN
medium = "air"
gravity_vec += Vector3.DOWN * gravity * delta
if Input.is_action_just_pressed("move_jump") and is_on_floor():
snap = Vector3.ZERO
gravity_vec = Vector3.UP * jump
if Input.is_action_pressed("move_forward"):
direction -= transform.basis.z
if Input.is_action_pressed("move_backward"):
direction += transform.basis.z
if Input.is_action_pressed("move_left"):
direction -= transform.basis.x
if Input.is_action_pressed("move_right"):
direction += transform.basis.x
if direction.length() > 0: # normalized() will return a null
direction = direction.normalized()
speed = speed_type[medium]
accel = accel_type[medium]
velocity = velocity.lerp(direction * speed, accel * delta)
movement = velocity + gravity_vec
slide = move_and_slide_with_snap(movement, snap, Vector3.UP)
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
gravity_vec.y = slide.y