413 lines
10 KiB
GDScript
413 lines
10 KiB
GDScript
class_name Player
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extends KinematicBody
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const GRAVITY = Vector3.DOWN * 9.8 * 1.5
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const JUMP_VELOCITY = 8
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const WALK_VELOCITY = 8
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const AIR_CONTROL = 0.1
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const JUMP_ACCEL = 1
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const WALK_ACCEL = 5
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#const WALK_DECEL = 0.1
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const MOUSE_SENSITIVITY = 1.0 / 1000
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export var show_healthbar = true
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export var max_health = 150
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onready var health = max_health setget set_health
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onready var camera = $Camera
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onready var debug = $Debug
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onready var weapon_bob_anim = $Camera/Hand/WeaponBobAnimationTree["parameters/playback"]
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var is_dead = true
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var is_on_floor = false
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var jump_timeout = 0.0
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var floor_normal = Vector3.UP
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var was_on_floor = false
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const JETPACK_FUEL_MAX = 0.6
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const JETPACK_REFILL_RATE = 0.2
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const JETPACK_THRUST = 25
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var jetpack_active = false # is the jetpack active?
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var jetpack_used = false # Is the jetpack recharging?
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var jetpack_fuel = JETPACK_FUEL_MAX # max fuel (in seconds)
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onready var weapons = $Camera/Hand/Weapons
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onready var active_weapon = weapons.switch_to_weapon(0)
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#onready var sfx_foosteps = [$"Sounds/Footstep-Concrete-01",
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# $"Sounds/Footstep-Concrete-02",
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# $"Sounds/Footstep-Concrete-03",
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# $"Sounds/Footstep-Concrete-04"]
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#var sfx_footsteps_last = 0
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#var sfx_footsteps_next = 0
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#var sfx_footsteps_delay = 0.2
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#var sfx_footsteps_play = false
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onready var game = get_parent().get_parent()
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var velocity = Vector3.ZERO
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var walk_direction = Vector2.ZERO
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var walkDirInt = Vector2.ZERO
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#var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
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var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn")
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onready var nickname = "guest" setget set_nickname
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var player_class = "none"
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#func sfx_play_footsteps():
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# if not sfx_footsteps_play:
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# sfx_footsteps_play = true
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# while sfx_footsteps_next == sfx_footsteps_last:
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# sfx_footsteps_next = randi() % len(sfx_foosteps)
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# sfx_footsteps_last = sfx_footsteps_next
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# print("Play footstep: ", String(sfx_footsteps_next) )
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# sfx_foosteps[sfx_footsteps_next].play()
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# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
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# sfx_footsteps_play = false
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func set_health(value):
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health = value
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$HUD.updateHealth(value)
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$Billboard.rpc("set_health", value)
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#$Billboard.set_health(value)
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func set_nickname(_nickname):
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$Billboard.set_nickname(_nickname)
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nickname = _nickname
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remote func set_player_data(player):
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nickname = player.nickname
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func get_closest_point(_A: Vector3, _B: Vector3):
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var A = transform.inverse().xform(_A)
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var B = transform.inverse().xform(_B)
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var diff = B - A
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var result = A - (A.dot(diff) * diff) / (diff.length_squared())
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return transform.xform(result)
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func on_bullet_flyby(from, to):
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var closest_point = get_closest_point(from, to)
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var flyby_noise = preload("res://Classes/Audio/BulletFlyBySoundPlayer.tscn").instance()
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flyby_noise.translation = closest_point
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get_tree().root.call_deferred("add_child", flyby_noise)
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remote func jump():
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if is_on_floor:
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velocity.y = JUMP_VELOCITY
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jump_timeout = 0.2
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$Sounds/Jump.play()
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weapon_bob_anim.travel("Jump")
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func jetpack(delta):
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# Swap these to try the different versions of the jetpack.
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jetpack_grounded(delta)
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#jetpack_empty(delta)
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func jetpack_empty(delta):
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debug.text = "JP fuel: %s\nJP active: %s\nJP used: %s\nJP sound: %s" % [
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jetpack_fuel, jetpack_active, jetpack_used, !$Sounds/Jetpack.stream_paused
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]
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# Enable jetpack when it is fully charged.
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if jetpack_fuel > (JETPACK_FUEL_MAX - 0.001):
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jetpack_used = false
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# Disable jetpack when it is empty.
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elif jetpack_fuel <= 0 and not jetpack_active:
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jetpack_used = true
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if jetpack_active and not jetpack_used and jetpack_fuel > 0:
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velocity.y += JETPACK_THRUST * delta
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jetpack_fuel -= delta
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$Sounds/Jetpack.stream_paused = false
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else:
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$Sounds/Jetpack.stream_paused = true
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# Only charge when fully empty.
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if jetpack_used:
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jetpack_fuel = clamp(
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jetpack_fuel + JETPACK_REFILL_RATE * delta,
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0.0,
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JETPACK_FUEL_MAX
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)
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# Charge when grounded variant.
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func jetpack_grounded(delta):
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debug.text = "JP fuel: %s\nJP active: %s\nJP sound: %s" % [
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jetpack_fuel, jetpack_active, !$Sounds/Jetpack.stream_paused
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]
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# Only charge when grounded.
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if is_on_floor:
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jetpack_fuel = clamp(
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jetpack_fuel + JETPACK_REFILL_RATE * delta,
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0.0,
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JETPACK_FUEL_MAX
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)
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$Sounds/Jetpack.stream_paused = true
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# Only use jetpack in the air.
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else:
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if jetpack_active and jetpack_fuel > 0:
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velocity.y += JETPACK_THRUST * delta
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jetpack_fuel -= delta
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$Sounds/Jetpack.stream_paused = false
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else:
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$Sounds/Jetpack.stream_paused = true
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remote func mouselook_abs(x, y):
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camera.rotation.x = x
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rotation.y = y
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remote func mouselook(rel):
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var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier
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rotate_y(- rel.x * sensitivity)
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camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2)
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rpc_unreliable("mouselook_abs", camera.rotation.x, rotation.y)
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func _physics_process(delta):
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if is_dead:
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return
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if str(get_tree().get_network_unique_id()) != name:
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return
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check_floor_collision()
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walk(delta)
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fall(delta)
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jetpack(delta)
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var movement_vector = Vector3()
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if jump_timeout > 0:
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movement_vector = move_and_slide(velocity, Vector3.UP)
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else:
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var upvector = floor_normal
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movement_vector = move_and_slide_with_snap(velocity, Vector3.DOWN, upvector, true)
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velocity = movement_vector
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rset("translation", translation)
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func check_floor_collision():
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var space_state = get_world().direct_space_state
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var from = global_transform.xform(Vector3(0, 0.0, 0))
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var to = global_transform.xform(Vector3(0, -0.3, 0.0))
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var result = space_state.intersect_ray(from, to)
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if jump_timeout > 0:
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is_on_floor = false
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elif result:
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is_on_floor = true
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floor_normal = result.normal
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else:
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is_on_floor = false
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func walk(delta):
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jump_timeout -= delta
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# Walk
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walk_direction = Vector2()
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if Input.is_action_pressed("MoveForward"):
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walk_direction.y -= 1
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if Input.is_action_pressed("MoveBack"):
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walk_direction.y += 1
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if Input.is_action_pressed("MoveLeft"):
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walk_direction.x -= 1
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if Input.is_action_pressed("MoveRight"):
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walk_direction.x += 1
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walk_direction = walk_direction.normalized()
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var walking_speed = Vector2(velocity.x, velocity.z)
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walking_speed = walking_speed.rotated(rotation.y)
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if is_on_floor:
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walking_speed = lerp(walking_speed, walk_direction * WALK_VELOCITY, delta * WALK_ACCEL)
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else:
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walking_speed = lerp(walking_speed, walk_direction * JUMP_VELOCITY, delta * JUMP_ACCEL)
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walking_speed = walking_speed.rotated(-rotation.y)
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velocity.x = walking_speed.x
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velocity.z = walking_speed.y
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# Make walking perpendicular to the floor
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if is_on_floor:
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velocity.y -= velocity.dot(floor_normal) / floor_normal.y
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if walking_speed.length() > 0 and is_on_floor:
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weapon_bob_anim.travel("Walk")
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elif walking_speed.length() == 0 and is_on_floor:
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weapon_bob_anim.travel("Idle")
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func fall(delta):
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if is_on_floor:
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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
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weapon_bob_anim.travel("Land")
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else:
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velocity += delta * GRAVITY
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was_on_floor = is_on_floor
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master func on_hit(damage, location):
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set_health(health - 30)
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rpc("blood_splatter", location)
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if health <= 0:
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rpc("kill")
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else:
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$Sounds/Pain.rpc("play")
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sync func blood_splatter(location):
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var effect = bodyHitEffect.instance()
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get_tree().root.add_child(effect)
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effect.global_transform.origin = location
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master func kill():
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if is_dead:
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return
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$Sounds/Death.rpc("play")
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is_dead = true
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set_health(0)
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$CollisionShapeBody.disabled = true
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$Camera/Hand.hide()
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#$HUD.update_crosshair(false, false)
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yield(get_tree().create_timer(3), "timeout")
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spawn()
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yield(get_tree().create_timer(3), "timeout")
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# for i in gibs.get_children():
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# i.queue_free()
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# yield(get_tree().create_timer(rand_range(0.1, 1)), "timeout")
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# gibs.queue_free()
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func spawn():
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is_dead = false
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set_health(150)
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velocity = Vector3()
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game.get_spawn_point().spawn(self)
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$Camera/Hand.show()
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$HUD.show()
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$CollisionShapeBody.disabled = false
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$Camera.rotation = Vector3.ZERO
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rotation = Vector3.ZERO
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func shoot():
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# The underscore indicates an unused variable.
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# Because it is declared in this scope, it will disappear as soon as the
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# function returns. As is, it exists solely to catch the return value of shoot().
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var _remaining_ammo = active_weapon.shoot($Camera)
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func reload():
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active_weapon.reload()
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sync func switch_to_next_weapon():
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active_weapon = weapons.next_weapon()
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sync func switch_to_prev_weapon():
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active_weapon = weapons.prev_weapon()
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func _input(event):
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if is_dead:
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return
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if str(get_tree().get_network_unique_id()) != name:
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return
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if game.GAME_MODE != "PLAYING":
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return
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# Moouselook
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if event is InputEventMouseMotion:
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var rel = event.relative
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mouselook(rel)
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# Jump
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if event.is_action_pressed("MoveJump"):
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rpc("jump")
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jump()
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if event.is_action_pressed("MoveJetpack"):
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jetpack_active = true
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if event.is_action_released("MoveJetpack"):
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jetpack_active = false
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if event.is_action_pressed("WeaponPrimary"):
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shoot()
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if event.is_action_pressed("WeaponReload"):
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reload()
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if event.is_action_pressed("NextWeapon"):
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rpc("switch_to_next_weapon")
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if event.is_action_pressed("PrevWeapon"):
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rpc("switch_to_prev_weapon")
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func set_local_player():
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set_network_master(get_tree().get_network_unique_id())
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camera.current = true
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#$HUD.show()
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$Billboard.hide()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Set player class
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var path = get_script().get_path()
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if path.find("res://Assets/Characters/") != -1:
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player_class = path.replace("res://Assets/Characters/", "").split("/")[0]
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set_health(max_health)
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# disabled the ragdoll collider
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#for i in $Player/Gibs.get_children():
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# i.get_child(1).disabled = true
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#disabled = true
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#$"Player/Gibs/PlayerGibs _cell /shape0".set_disabled(true)
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rset_config("translation", MultiplayerAPI.RPC_MODE_SYNC)
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if !show_healthbar:
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$Billboard.hide()
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# only show the debug label on local machine
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if name != String(get_tree().get_network_unique_id()):
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debug.hide()
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# initialize sound looping
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#$Sounds/Jetpack.stream.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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