123 lines
3.2 KiB
GDScript
123 lines
3.2 KiB
GDScript
extends KinematicBody3D
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@export var mouse_sensitivity := 0.35
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#var speed := 15
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@onready var head = $Head
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@onready var camera = $Head/Camera
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@onready var tween = $Head/Camera/Tween
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@onready var ground_check = $GroundCheck
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@onready var hud = get_tree().root.find_node("HUD", true, false)
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@onready var crosshair = hud.get_node("Crosshair")
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@onready var vignette = hud.get_node("Vignette")
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var base_fov = 90
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var view_zoom := .0 :
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set(zoom):
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view_zoom = zoom
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camera.fov = base_fov / ((zoom + 1) * 2)
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#crosshair.modulate.a = 1 - (zoom - 1) * 2
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#vignette.modulate.a = zoom
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var direction := Vector3.ZERO
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var accel := 0
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var speed := 0
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var medium = "ground"
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var accel_type := {
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"ground": 12,
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"air": 1,
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"water": 4
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}
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var speed_type := {
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"ground": 15,
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"air": 15,
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"water": 7.5
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}
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var gravity := 28
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var jump := 14
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var velocity := Vector3.ZERO
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var movement := Vector3.ZERO
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var gravity_vec := Vector3.ZERO
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var slide := Vector3.ZERO
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var snap := Vector3.ZERO
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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view_zoom = .0
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func aim(event) -> void:
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var mouse_motion = event as InputEventMouseMotion
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if mouse_motion:
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rotation_degrees.y -= mouse_motion.relative.x * mouse_sensitivity / view_zoom
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var current_tilt: float = head.rotation_degrees.x
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current_tilt -= mouse_motion.relative.y * mouse_sensitivity / view_zoom
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head.rotation_degrees.x = clamp(current_tilt, -90, 90)
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func _input(event) -> void:
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if Input.is_action_just_pressed("ui_cancel"):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if Input.is_action_just_pressed("view_zoom"):
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#tween.stop_all()
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tween.interpolate_property(self, "view_zoom", view_zoom, 1.0, 0.5, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
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tween.start()
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crosshair.hide()
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if Input.is_action_just_released("view_zoom"):
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#tween.stop_all()
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tween.interpolate_property(self, "view_zoom", view_zoom, 0.0, 0.25, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
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tween.start()
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crosshair.show()
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aim(event)
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func _physics_process(delta):
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direction = Vector3.ZERO
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if is_on_floor() and ground_check.is_colliding():
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snap = -get_floor_normal()
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medium = "ground"
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gravity_vec = Vector3.ZERO
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else:
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snap = Vector3.DOWN
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medium = "air"
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gravity_vec += Vector3.DOWN * gravity * delta
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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snap = Vector3.ZERO
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gravity_vec = Vector3.UP * jump
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if Input.is_action_pressed("move_forward"):
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direction -= transform.basis.z
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if Input.is_action_pressed("move_backward"):
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direction += transform.basis.z
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if Input.is_action_pressed("move_left"):
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direction -= transform.basis.x
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if Input.is_action_pressed("move_right"):
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direction += transform.basis.x
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if direction.length() > 0: # normalized() will return a null
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direction = direction.normalized()
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speed = speed_type[medium]
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accel = accel_type[medium]
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velocity = velocity.lerp(direction * speed, accel * delta)
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movement = velocity + gravity_vec
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slide = move_and_slide_with_snap(movement, snap, Vector3.UP)
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if not is_on_floor() and not ground_check.is_colliding(): # while in mid-air collisions affect momentum
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velocity.x = slide.x
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velocity.z = slide.z
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gravity_vec.y = slide.y
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