[f7b09c8] | 1 | extends KinematicBody
|
---|
| 2 |
|
---|
| 3 | var Pause_Popup_tscn = preload("res://Pause_Popup.tscn")
|
---|
| 4 | var Pause_Popup
|
---|
| 5 |
|
---|
| 6 | ###################-VARIABLES-####################
|
---|
| 7 |
|
---|
| 8 | # Camera
|
---|
| 9 | export(float) var mouse_sensitivity = 8.0
|
---|
| 10 | export(NodePath) var head_path = "Head"
|
---|
| 11 | export(NodePath) var cam_path = "Head/Camera"
|
---|
| 12 | export(float) var FOV = 80.0
|
---|
| 13 | var mouse_axis := Vector2()
|
---|
| 14 | onready var head: Spatial = get_node(head_path)
|
---|
| 15 | onready var cam: Camera = get_node(cam_path)
|
---|
| 16 | # Move
|
---|
| 17 | var velocity := Vector3()
|
---|
| 18 | var direction := Vector3()
|
---|
| 19 | var move_axis := Vector2()
|
---|
| 20 | var snap := Vector3()
|
---|
| 21 | var sprint_enabled := true
|
---|
| 22 | var sprinting := false
|
---|
| 23 | # Walk
|
---|
| 24 | const FLOOR_MAX_ANGLE: float = deg2rad(46.0)
|
---|
| 25 | export(float) var gravity = 30.0
|
---|
| 26 | export(int) var walk_speed = 10
|
---|
| 27 | export(int) var sprint_speed = 16
|
---|
| 28 | export(int) var acceleration = 8
|
---|
| 29 | export(int) var deacceleration = 10
|
---|
| 30 | export(float, 0.0, 1.0, 0.05) var air_control = 0.3
|
---|
| 31 | export(int) var jump_height = 12
|
---|
| 32 | var _speed: int
|
---|
| 33 | var _is_sprinting_input := false
|
---|
| 34 | var _is_jumping_input := false
|
---|
| 35 |
|
---|
| 36 | ##################################################
|
---|
| 37 |
|
---|
| 38 | # Called when the node enters the scene tree
|
---|
| 39 | func _ready() -> void:
|
---|
| 40 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
---|
| 41 | cam.fov = FOV
|
---|
| 42 |
|
---|
| 43 | # Called every frame. 'delta' is the elapsed time since the previous frame
|
---|
| 44 | func _process(_delta: float) -> void:
|
---|
| 45 | move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
|
---|
| 46 | move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
---|
| 47 |
|
---|
| 48 | if Input.is_action_just_pressed("move_jump"):
|
---|
| 49 | _is_jumping_input = true
|
---|
| 50 |
|
---|
| 51 | if Input.is_action_pressed("move_sprint"):
|
---|
| 52 | _is_sprinting_input = true
|
---|
| 53 |
|
---|
| 54 | # Recapture mouse when resuming
|
---|
| 55 | if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
|
---|
| 56 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
---|
| 57 |
|
---|
| 58 |
|
---|
| 59 | # Called every physics tick. 'delta' is constant
|
---|
| 60 | func _physics_process(delta: float) -> void:
|
---|
| 61 | walk(delta)
|
---|
| 62 |
|
---|
| 63 |
|
---|
| 64 | # Called when there is an input event
|
---|
| 65 | func _input(event: InputEvent) -> void:
|
---|
| 66 | if event is InputEventMouseMotion:
|
---|
| 67 | mouse_axis = event.relative
|
---|
| 68 | camera_rotation()
|
---|
| 69 |
|
---|
| 70 |
|
---|
| 71 | func walk(delta: float) -> void:
|
---|
| 72 | direction_input()
|
---|
| 73 |
|
---|
| 74 | if is_on_floor():
|
---|
| 75 | snap = -get_floor_normal() - get_floor_velocity() * delta
|
---|
| 76 |
|
---|
| 77 | # Workaround for sliding down after jump on slope
|
---|
| 78 | if velocity.y < 0:
|
---|
| 79 | velocity.y = 0
|
---|
| 80 |
|
---|
| 81 | jump()
|
---|
| 82 | else:
|
---|
| 83 | # Workaround for 'vertical bump' when going off platform
|
---|
| 84 | if snap != Vector3.ZERO && velocity.y != 0:
|
---|
| 85 | velocity.y = 0
|
---|
| 86 |
|
---|
| 87 | snap = Vector3.ZERO
|
---|
| 88 |
|
---|
| 89 | velocity.y -= gravity * delta
|
---|
| 90 |
|
---|
| 91 | sprint(delta)
|
---|
| 92 |
|
---|
| 93 | accelerate(delta)
|
---|
| 94 |
|
---|
| 95 | velocity = move_and_slide_with_snap(velocity, snap, Vector3.UP, true, 4, FLOOR_MAX_ANGLE)
|
---|
| 96 | _is_jumping_input = false
|
---|
| 97 | _is_sprinting_input = false
|
---|
| 98 |
|
---|
| 99 |
|
---|
| 100 | func camera_rotation() -> void:
|
---|
| 101 | if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
|
---|
| 102 | return
|
---|
| 103 | if mouse_axis.length() > 0:
|
---|
| 104 | var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100)
|
---|
| 105 | var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100)
|
---|
| 106 |
|
---|
| 107 | mouse_axis = Vector2()
|
---|
| 108 |
|
---|
| 109 | rotate_y(deg2rad(horizontal))
|
---|
| 110 | head.rotate_x(deg2rad(vertical))
|
---|
| 111 |
|
---|
| 112 | # Clamp mouse rotation
|
---|
| 113 | var temp_rot: Vector3 = head.rotation_degrees
|
---|
| 114 | temp_rot.x = clamp(temp_rot.x, -90, 90)
|
---|
| 115 | head.rotation_degrees = temp_rot
|
---|
| 116 |
|
---|
| 117 |
|
---|
| 118 | func direction_input() -> void:
|
---|
| 119 | direction = Vector3()
|
---|
| 120 | var aim: Basis = get_global_transform().basis
|
---|
| 121 | if move_axis.x >= 0.5:
|
---|
| 122 | direction -= aim.z
|
---|
| 123 | if move_axis.x <= -0.5:
|
---|
| 124 | direction += aim.z
|
---|
| 125 | if move_axis.y <= -0.5:
|
---|
| 126 | direction -= aim.x
|
---|
| 127 | if move_axis.y >= 0.5:
|
---|
| 128 | direction += aim.x
|
---|
| 129 | direction.y = 0
|
---|
| 130 | direction = direction.normalized()
|
---|
| 131 |
|
---|
| 132 |
|
---|
| 133 | func accelerate(delta: float) -> void:
|
---|
| 134 | # Where would the player go
|
---|
| 135 | var _temp_vel: Vector3 = velocity
|
---|
| 136 | var _temp_accel: float
|
---|
| 137 | var _target: Vector3 = direction * _speed
|
---|
| 138 |
|
---|
| 139 | _temp_vel.y = 0
|
---|
| 140 | if direction.dot(_temp_vel) > 0:
|
---|
| 141 | _temp_accel = acceleration
|
---|
| 142 |
|
---|
| 143 | else:
|
---|
| 144 | _temp_accel = deacceleration
|
---|
| 145 |
|
---|
| 146 | if not is_on_floor():
|
---|
| 147 | _temp_accel *= air_control
|
---|
| 148 |
|
---|
| 149 | # Interpolation
|
---|
| 150 | _temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
|
---|
| 151 |
|
---|
| 152 | velocity.x = _temp_vel.x
|
---|
| 153 | velocity.z = _temp_vel.z
|
---|
| 154 |
|
---|
| 155 | # Make too low values zero
|
---|
| 156 | if direction.dot(velocity) == 0:
|
---|
| 157 | var _vel_clamp := 0.01
|
---|
| 158 | if abs(velocity.x) < _vel_clamp:
|
---|
| 159 | velocity.x = 0
|
---|
| 160 | if abs(velocity.z) < _vel_clamp:
|
---|
| 161 | velocity.z = 0
|
---|
| 162 |
|
---|
| 163 |
|
---|
| 164 | func jump() -> void:
|
---|
| 165 | if _is_jumping_input:
|
---|
| 166 | velocity.y = jump_height
|
---|
| 167 | snap = Vector3.ZERO
|
---|
| 168 |
|
---|
| 169 |
|
---|
| 170 | func sprint(delta: float) -> void:
|
---|
| 171 | if can_sprint():
|
---|
| 172 | _speed = sprint_speed
|
---|
| 173 | cam.set_fov(lerp(cam.fov, FOV * 1.25, delta * 8))
|
---|
| 174 | sprinting = true
|
---|
| 175 |
|
---|
| 176 | else:
|
---|
| 177 | _speed = walk_speed
|
---|
| 178 | cam.set_fov(lerp(cam.fov, FOV, delta * 8))
|
---|
| 179 | sprinting = false
|
---|
| 180 |
|
---|
| 181 |
|
---|
| 182 | func can_sprint() -> bool:
|
---|
| 183 | return (sprint_enabled and is_on_floor() and _is_sprinting_input and move_axis.x >= 0.5)
|
---|