1 | extends KinematicBody
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2 |
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3 | # Load Config File
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4 | var player_data = {}
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5 | var player_config = ConfigFile.new()
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6 | var player_filepath = "res://config/player.ini"
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7 |
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8 | # Popup menus
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9 | var Pause_Popup_tscn = preload("res://Pause_Popup.tscn")
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10 | var Dead_Popup_tscn = preload("res://Dead_Popup.tscn")
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11 |
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12 | ###################-VARIABLES-####################
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13 |
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14 | # Camera
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15 | export(NodePath) var head_path = "Head"
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16 | export(NodePath) var cam_path = "Head/Camera"
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17 | export(float) var FOV = 80.0
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18 | var mouse_axis := Vector2()
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19 | onready var head: Spatial = get_node(head_path)
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20 | onready var cam: Camera = get_node(cam_path)
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21 |
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22 | # Move
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23 | var velocity := Vector3()
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24 | var direction := Vector3()
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25 | var move_axis := Vector2()
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26 | var snap := Vector3() # Connecting to ground
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27 | var falling := Vector3()
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28 |
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29 | # Damage
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30 | var max_fall := Vector3() # Total disatance falled down
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31 | var fall_threshold_damage = 17 # distance down a player has to fall before taking damage
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32 |
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33 | # Walk and Sprint
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34 | const FLOOR_MAX_ANGLE: float = deg2rad(46.0)
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35 | export(float) var gravity = 20.0
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36 | export(int) var walk_speed = 10
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37 | export(int) var sprint_speed = 16
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38 | export(int) var acceleration = 8
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39 | export(int) var deacceleration = 10
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40 | export(float, 0.0, 1.0, 0.05) var air_control = 0.3
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41 | export(int) var jump_height = 12
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42 | var _speed: int
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43 | var _is_sprinting_input := false
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44 | var _is_jumping_input := false
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45 | var sprint_enabled := true
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46 | var hold_walk := false
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47 | var stamina_delay = 0
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48 |
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49 | # Grounded
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50 | enum GROUNDED_STATE {
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51 | GROUNDED,
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52 | MIDAIR,
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53 | TOUCHDOWN
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54 | }
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55 | var player_state = GROUNDED_STATE.GROUNDED
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56 |
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57 | var player = "player"
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58 | var exhausted_delay = 30
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59 | var sprint_energy_consumption = 0.5
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60 | var stamina_regen_speed = 0.5
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61 | var mana_needed_to_heal = 30
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62 | var mana_heal_ammount = 10
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63 | var mana_regen_speed = 0.01
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64 | var health = 100
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65 | var stamina = 100
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66 | var mana = 100
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67 | var lifeforce = 100
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68 | var xp = 0
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69 | var dead = false
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70 |
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71 | ##################################################
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72 |
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73 | # Called when the node enters the scene tree
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74 | func _ready() -> void:
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75 | if player_config.load(player_filepath) == OK:
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76 | mana_needed_to_heal = player_config.get_value(player, "mana_needed_to_heal")
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77 | mana_heal_ammount = player_config.get_value(player, "mana_heal_ammount")
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78 | mana_regen_speed = player_config.get_value(player, "mana_regen_speed")
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79 | fall_threshold_damage = player_config.get_value(player, "fall_threshold_damage")
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80 | gravity = player_config.get_value(player, "gravity")
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81 | walk_speed = player_config.get_value(player, "walk_speed")
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82 | exhausted_delay = player_config.get_value(player, "exhausted_delay")
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83 | stamina_regen_speed = player_config.get_value(player, "stamina_regen_speed")
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84 | sprint_speed = player_config.get_value(player, "sprint_speed")
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85 | sprint_energy_consumption = player_config.get_value(player, "sprint_energy_consumption")
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86 | jump_height = player_config.get_value(player, "jump_height")
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87 |
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88 | else:
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89 | print("Player Config File Not Found - Using defaults")
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90 |
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91 |
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92 | # Remove this later, this is just a temp line until future code is avalable for each player to have its own stats
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93 | Globals.dead = false
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94 |
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95 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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96 | cam.fov = FOV
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97 |
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98 | # Called every frame. 'delta' is the elapsed time since the previous frame
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99 | func _process(_delta: float) -> void:
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100 | move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
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101 | move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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102 |
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103 | if Globals.dead:
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104 | Globals.player_dead()
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105 |
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106 | if Globals.food_task:
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107 | get_node("HUD/Control/LifeforceBar").value = Globals.lifeforce
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108 |
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109 | if Input.is_action_just_pressed("move_jump"):
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110 | _is_jumping_input = true
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111 |
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112 | if Input.is_action_pressed("move_sprint"):
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113 | _is_sprinting_input = true
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114 |
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115 | if Input.is_action_just_pressed("hold_move_forward"):
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116 | if hold_walk == true:
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117 | hold_walk = false
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118 | else:
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119 | hold_walk = true
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120 |
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121 | if Input.is_action_just_pressed("move_forward") || Input.is_action_just_pressed("move_backward"):
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122 | hold_walk = false
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123 |
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124 | if hold_walk == true:
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125 | move_axis.x = hold_walk
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126 |
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127 | # Recapture mouse when resuming
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128 | if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE && !Globals.dead:
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129 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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130 |
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131 | # Called every physics tick. 'delta' is constant
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132 | func _physics_process(delta: float) -> void:
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133 | walk(delta)
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134 |
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135 | # Fall damage calculation
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136 | match player_state:
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137 | GROUNDED_STATE.GROUNDED:
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138 | falling = Vector3.ZERO
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139 | if not is_on_floor():
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140 | player_state = GROUNDED_STATE.MIDAIR
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141 | GROUNDED_STATE.MIDAIR:
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142 | falling += Vector3.DOWN * gravity * delta
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143 | if velocity.y <= -fall_threshold_damage:
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144 | max_fall = velocity
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145 | if is_on_floor():
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146 | player_state = GROUNDED_STATE.TOUCHDOWN
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147 | GROUNDED_STATE.TOUCHDOWN:
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148 | if falling.length() >= fall_threshold_damage and max_fall.y <= -fall_threshold_damage:
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149 | Globals.health -= round(-(max_fall.y + fall_threshold_damage))
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150 | Globals.stamina -= round(-(max_fall.y + fall_threshold_damage))
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151 | if round(-(max_fall.y + fall_threshold_damage)) > 5:
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152 | Globals.health -= round(-(max_fall.y + fall_threshold_damage)*9)
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153 | else:
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154 | if round(-(max_fall.y + fall_threshold_damage)) > 10:
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155 | Globals.health -= round(-(max_fall.y + fall_threshold_damage)*15)
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156 | if Globals.health <= 0:
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157 | Globals.lifeforce += Globals.health * 2
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158 | if Globals.lifeforce <= 0:
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159 | Globals.health = 0
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160 | Globals.lifeforce = 0
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161 | Globals.dead = true
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162 | else:
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163 | Globals.health = 1
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164 | Globals.mana = 0
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165 | Globals.stamina = 0
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166 | stamina_delay = exhausted_delay
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167 | sprint_enabled = false
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168 | get_node("HUD/Control/LifeforceBar").value = Globals.lifeforce
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169 | get_node("HUD/Control/ManaBar").value = Globals.mana
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170 | get_node("Head/AnimationPlayer").play("FallDamage")
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171 | get_node("HUD/Control/HealthBar").value = Globals.health
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172 | max_fall = Vector3.ZERO
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173 | player_state = GROUNDED_STATE.GROUNDED
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174 |
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175 |
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176 | # Called when there is an input event
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177 | func _input(event: InputEvent) -> void:
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178 | if event is InputEventMouseMotion:
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179 | mouse_axis = event.relative
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180 | camera_rotation()
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181 |
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182 | # Heal button
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183 | if Input.is_action_just_pressed("heal") && Globals.mana >= mana_needed_to_heal:
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184 | if Globals.health != 100:
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185 | Globals.mana -= mana_needed_to_heal
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186 | if 100 < Globals.health + mana_heal_ammount:
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187 | Globals.health = 100
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188 | elif Globals.health == 0:
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189 | Globals.health = mana_heal_ammount
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190 | else:
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191 | Globals.health += mana_heal_ammount
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192 | get_node("HUD/Control/HealthBar").value = Globals.health
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193 | get_node("HUD/Control/ManaBar").value = Globals.mana
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194 |
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195 | func walk(delta: float) -> void:
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196 | direction_input()
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197 |
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198 | if is_on_floor():
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199 | snap = -get_floor_normal() - get_floor_velocity() * delta
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200 |
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201 | # Workaround for sliding down after jump on slope
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202 | if velocity.y < 0:
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203 | velocity.y = 0
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204 |
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205 | jump()
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206 | else:
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207 | # Workaround for 'vertical bump' when going off platform
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208 | if snap != Vector3.ZERO && velocity.y != 0:
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209 | velocity.y = 0
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210 |
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211 | snap = Vector3.ZERO
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212 |
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213 | velocity.y -= gravity * delta
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214 |
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215 | sprint(delta)
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216 |
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217 | accelerate(delta)
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218 |
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219 | velocity = move_and_slide_with_snap(velocity, snap, Vector3.UP, true, 4, FLOOR_MAX_ANGLE)
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220 | _is_jumping_input = false
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221 | _is_sprinting_input = false
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222 |
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223 |
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224 | func camera_rotation() -> void:
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225 | if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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226 | return
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227 | if mouse_axis.length() > 0:
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228 | var horizontal: float = -mouse_axis.x * (Globals.mouse_sensitivity / 100)
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229 | var vertical: float = -mouse_axis.y * (Globals.mouse_sensitivity / 100)
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230 |
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231 | mouse_axis = Vector2()
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232 |
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233 | rotate_y(deg2rad(horizontal))
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234 | head.rotate_x(deg2rad(vertical))
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235 |
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236 | # Clamp mouse rotation
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237 | var temp_rot: Vector3 = head.rotation_degrees
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238 | temp_rot.x = clamp(temp_rot.x, -90, 90)
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239 | head.rotation_degrees = temp_rot
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240 |
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241 |
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242 | func direction_input() -> void:
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243 | direction = Vector3()
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244 | var aim: Basis = get_global_transform().basis
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245 | if move_axis.x >= 0.5:
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246 | direction -= aim.z
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247 | if move_axis.x <= -0.5:
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248 | direction += aim.z
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249 | if move_axis.y <= -0.5:
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250 | direction -= aim.x
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251 | if move_axis.y >= 0.5:
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252 | direction += aim.x
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253 | direction.y = 0
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254 | direction = direction.normalized()
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255 |
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256 |
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257 | func accelerate(delta: float) -> void:
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258 | # Where would the player go
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259 | var _temp_vel: Vector3 = velocity
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260 | var _temp_accel: float
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261 | var _target: Vector3 = direction * _speed
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262 |
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263 | _temp_vel.y = 0
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264 | if direction.dot(_temp_vel) > 0:
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265 | _temp_accel = acceleration
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266 |
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267 | else:
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268 | _temp_accel = deacceleration
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269 |
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270 | if not is_on_floor():
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271 | _temp_accel *= air_control
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272 |
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273 | # Interpolation
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274 | _temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
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275 |
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276 | velocity.x = _temp_vel.x
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277 | velocity.z = _temp_vel.z
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278 |
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279 | # Make too low values zero
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280 | if direction.dot(velocity) == 0:
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281 | var _vel_clamp := 0.01
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282 | if abs(velocity.x) < _vel_clamp:
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283 | velocity.x = 0
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284 | if abs(velocity.z) < _vel_clamp:
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285 | velocity.z = 0
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286 |
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287 |
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288 | func jump() -> void:
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289 | if _is_jumping_input:
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290 | velocity.y = jump_height
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291 | snap = Vector3.ZERO
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292 |
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293 |
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294 | func sprint(delta: float) -> void:
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295 | if can_sprint():
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296 | if Globals.stamina >= 0 && stamina_delay <= 1:
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297 | _speed = sprint_speed
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298 | cam.set_fov(lerp(cam.fov, FOV * 1.25, delta * 8))
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299 | Globals.stamina -= sprint_energy_consumption
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300 | if Globals.stamina <= 0:
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301 | stamina_delay = exhausted_delay
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302 | sprint_enabled = false
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303 | cam.fov = FOV
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304 | _speed = walk_speed
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305 | return
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306 | get_node("HUD/Control/StaminaBar").value = Globals.stamina
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307 | else:
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308 | _speed = walk_speed
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309 | cam.set_fov(lerp(cam.fov, FOV, delta * 8))
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310 | if stamina_delay >= 0:
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311 | stamina_delay -= 0.1
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312 | sprint_enabled = true
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313 | elif Globals.stamina <= 100:
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314 | if velocity.x == 0:
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315 | Globals.stamina += stamina_regen_speed * 2
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316 | else:
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317 | Globals.stamina += stamina_regen_speed
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318 | elif Globals.stamina >= 100 && Globals.mana < 100:
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319 | if velocity.x == 0:
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320 | Globals.mana += mana_regen_speed * 2
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321 | else:
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322 | Globals.mana += mana_regen_speed
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323 | get_node("HUD/Control/ManaBar").value = Globals.mana
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324 | get_node("HUD/Control/StaminaBar").value = Globals.stamina
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325 |
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326 | func can_sprint() -> bool:
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327 | return (sprint_enabled and is_on_floor() and _is_sprinting_input and move_axis.x >= 0.5)
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