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liblast/Player.gd

331 lines
8.3 KiB
GDScript

extends KinematicBody
const GRAVITY = 9.8 * 1.5
const JUMP_VELOCITY = 400
const WALK_VELOCITY = 550
const AIR_CONTROL = 0.1
const WALK_ACCEL = 0.25
const WALK_DECEL = 0.1
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 camera = $Camera
onready var debug = $Debug
var is_dead = true
#onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
# $"Sounds/Footstep-Concrete-02",
# $"Sounds/Footstep-Concrete-03",
# $"Sounds/Footstep-Concrete-04"]
#var sfx_footsteps_last = 0
#var sfx_footsteps_next = 0
#var sfx_footsteps_delay = 0.2
#var sfx_footsteps_play = false
onready var game = get_parent().get_parent()
var velocity = Vector3.ZERO
var walkDirection = Vector2.ZERO
var walkDirInt = Vector2.ZERO
#var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn")
onready var nickname = "guest" setget set_nickname
#func sfx_play_footsteps():
# if not sfx_footsteps_play:
# sfx_footsteps_play = true
# while sfx_footsteps_next == sfx_footsteps_last:
# sfx_footsteps_next = randi() % len(sfx_foosteps)
# sfx_footsteps_last = sfx_footsteps_next
# print("Play footstep: ", String(sfx_footsteps_next) )
# sfx_foosteps[sfx_footsteps_next].play()
# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
# sfx_footsteps_play = false
func set_health(value):
health = value
$HUD.updateHealth(value)
$Billboard.rpc("set_health", value)
#$Billboard.set_health(value)
func set_nickname(_nickname):
$Billboard.set_nickname(_nickname)
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)
var diff = B - A
var result = A - (A.dot(diff) * diff) / (diff.length_squared())
return transform.xform(result)
func on_bullet_flyby(from, to):
var closest_point = get_closest_point(from, to)
var flyby_noise = preload("res://Audio/BulletFlyBySoundPlayer.tscn").instance()
flyby_noise.translation = closest_point
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)
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()
remote func mouselook_abs(x, y):
camera.rotation.x = x
rotation.y = y
remote func mouselook(rel):
var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier
rotate_y(- rel.x * sensitivity)
camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2)
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
if str(get_tree().get_network_unique_id()) != name:
return
gravity()
rpc("walk", walkDirection)
walk(walkDirection)
motion(delta)
rset("translation", translation)
master func on_hit(damage, location):
set_health(health - 30)
rpc("blood_splatter", location)
if health <= 0:
rpc("kill")
else:
$Sounds/Pain.rpc("play")
sync func blood_splatter(location):
var effect = bodyHitEffect.instance()
get_tree().root.add_child(effect)
effect.global_transform.origin = location
master func kill():
if is_dead:
return
$Sounds/Death.rpc("play")
#print ("kill")
is_dead = true
#print ("set as dead")
set_health(0)
#print ("health:", health)
$CollisionShapeBody.disabled = true
$Camera/Hand.hide()
#$HUD.update_crosshair(false, false)
yield(get_tree().create_timer(3), "timeout")
spawn()
yield(get_tree().create_timer(3), "timeout")
# for i in gibs.get_children():
# i.queue_free()
# yield(get_tree().create_timer(rand_range(0.1, 1)), "timeout")
# gibs.queue_free()
func spawn():
is_dead = false
set_health(150)
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()
$HUD.show()
$CollisionShapeBody.disabled = false
$Camera.rotation = Vector3.ZERO
rotation = Vector3.ZERO
func shoot():
var weapon = find_node("Weapon")
var remaining_ammo = weapon.shoot($Camera)
func reload():
var weapon = find_node("Weapon")
weapon.reload()
func _input(event):
if is_dead:
return
if str(get_tree().get_network_unique_id()) != name:
return
if game.GAME_MODE != "PLAYING":
return
# Moouselook
if event is InputEventMouseMotion:
var rel = event.relative
mouselook(rel)
# Jump
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("WeaponPrimary"):
shoot()
if event.is_action_pressed("WeaponReload"):
reload()
func set_local_player():
set_network_master(get_tree().get_network_unique_id())
camera.current = true
#$HUD.show()
$Billboard.hide()
# Called when the node enters the scene tree for the first time.
func _ready():
set_health(max_health)
# disabled the ragdoll collider
#for i in $Player/Gibs.get_children():
# i.get_child(1).disabled = true
#disabled = true
#$"Player/Gibs/PlayerGibs _cell /shape0".set_disabled(true)
rset_config("translation", MultiplayerAPI.RPC_MODE_SYNC)
if !show_healthbar:
$Billboard.hide()
# only show the debug label on local machine
if name != String(get_tree().get_network_unique_id()):
debug.hide()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass