[831a978] | 1 | extends CharacterBody3D
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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://Player/player.ini"
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| 7 |
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| 8 | #Camera moving with Mouse
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| 9 | var mouse_axis := Vector2()
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| 10 | var camera_change = false
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| 11 | var mouse_sensitivity = 8.0
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| 12 | @export var FOV = 80.0
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| 13 | @export var neck_path = NodePath("Neck")
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| 14 | @export var head_path = NodePath("Neck/Head")
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| 15 | @export var camera_path = NodePath("Neck/Head/Camera")
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| 16 | @onready var neck: SpringArm3D = get_node(neck_path)
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| 17 | @onready var head: Node3D = get_node(head_path)
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| 18 | @onready var camera: Camera3D = get_node(camera_path)
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| 19 |
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| 20 | # Walk and Sprint
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| 21 | const FLOOR_MAX_ANGLE: float = deg2rad(46.0)
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| 22 | @export var walk_speed = 5
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| 23 | @export var sprint_speed = 9
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| 24 | @export var acceleration = 8
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| 25 | @export var deacceleration = 10
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| 26 | @export var jump_height = 4.5
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| 27 | var speed = 5.0
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| 28 | var sprint_enabled := true
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| 29 | var hold_walk := false
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| 30 | var stamina_delay = 0
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| 31 |
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| 32 | # Player defaults if not found in INI file
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| 33 | var player = "player"
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| 34 | var exhausted_delay = 60
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| 35 | var sprint_energy_consumption = 0.5
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| 36 | var stamina_regen_speed = 0.5
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| 37 | var mana_needed_to_heal = 30
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| 38 | var mana_heal_ammount = 10
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| 39 | var mana_regen_speed = 0.1
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| 40 | var fall_threshold_damage = 9 # distance down a player has to fall before taking damage
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| 41 |
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| 42 | # Move
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| 43 | var falling := Vector3()
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| 44 |
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| 45 | # Grounded
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| 46 | enum GROUNDED_STATE {
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| 47 | GROUNDED,
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| 48 | MIDAIR,
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| 49 | TOUCHDOWN
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| 50 | }
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| 51 | var player_state = GROUNDED_STATE.GROUNDED
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| 52 |
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| 53 | # Damage
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| 54 | var max_fall := Vector3() # Total disatance fallen down
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| 55 |
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| 56 |
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| 57 | # Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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| 58 | var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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| 59 |
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| 60 | func _ready() -> void:
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| 61 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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| 62 | if player_config.load(player_filepath) == OK:
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| 63 | mana_needed_to_heal = player_config.get_value(player, "mana_needed_to_heal")
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| 64 | mana_heal_ammount = player_config.get_value(player, "mana_heal_ammount")
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| 65 | mana_regen_speed = player_config.get_value(player, "mana_regen_speed")
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| 66 | fall_threshold_damage = player_config.get_value(player, "fall_threshold_damage")
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| 67 | gravity = player_config.get_value(player, "gravity")
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| 68 | walk_speed = player_config.get_value(player, "walk_speed")
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| 69 | exhausted_delay = player_config.get_value(player, "exhausted_delay")
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| 70 | stamina_regen_speed = player_config.get_value(player, "stamina_regen_speed")
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| 71 | sprint_speed = player_config.get_value(player, "sprint_speed")
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| 72 | sprint_energy_consumption = player_config.get_value(player, "sprint_energy_consumption")
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| 73 | jump_height = player_config.get_value(player, "jump_height")
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| 74 | Universal.player = player_config.get_value(player, "playername")
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| 75 | Universal.health = player_config.get_value(player, "health")
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| 76 | Universal.stamina = player_config.get_value(player, "stamina")
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| 77 | Universal.mana = player_config.get_value(player, "mana")
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| 78 | Universal.lifeforce = player_config.get_value(player, "lifeforce")
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| 79 | Universal.xp = player_config.get_value(player, "xp")
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| 80 | Universal.dead = player_config.get_value(player, "dead")
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| 81 | else:
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| 82 | print("Player Config File Not Found - Using defaults")
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| 83 | stat_change() # Used to update display for stats
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| 84 |
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| 85 | func _physics_process(delta):
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| 86 |
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| 87 | #Checks to see if player is dead
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| 88 | if Universal.dead == true:
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| 89 | dead()
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| 90 | Universal.dead = null
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| 91 |
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| 92 | # Reset player stats if respauned
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| 93 | if Universal.respaun == true:
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| 94 | Universal.respaun = false
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| 95 | stamina_delay = 0
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| 96 | visible = true
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| 97 | get_node("PlayerInterface").visible = true
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| 98 | _ready()
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| 99 | velocity.x = 0
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| 100 | velocity.z = 0
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| 101 | hold_walk = false
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| 102 | position.x = 0
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| 103 | position.y = 0.7
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| 104 | position.z = 0
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| 105 | stat_change() # Used to update display for stats
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| 106 | player_state = GROUNDED_STATE.GROUNDED
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| 107 | max_fall.y = 0
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| 108 |
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| 109 |
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| 110 | # Pause menu
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| 111 | if Input.is_action_just_pressed("ui_cancel") && Universal.dead == false:
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| 112 | velocity.x = 0
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| 113 | velocity.z = 0
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| 114 | hold_walk = false
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| 115 | if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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| 116 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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| 117 | $Pause.visible = !$Pause.visible
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| 118 | if Universal.ui_lock == false:
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| 119 | Universal.ui_lock = true
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| 120 | else:
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| 121 | Universal.ui_lock = false
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| 122 | else:
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| 123 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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| 124 | $Pause.visible = !$Pause.visible
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| 125 | Universal.ui_lock = false
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| 126 |
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| 127 | # Add the gravity.
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| 128 | if not is_on_floor():
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| 129 | velocity.y -= gravity * delta
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| 130 |
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| 131 | # Get the input direction and handle the movement/deceleration.
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| 132 | # As good practice, you should replace UI actions with custom gameplay actions.
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| 133 | var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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| 134 |
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| 135 | # Overide to force continus walking
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| 136 | if Input.is_action_just_pressed("hold_move_forward"):
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| 137 | if hold_walk == true:
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| 138 | hold_walk = false
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| 139 | else:
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| 140 | hold_walk = true
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| 141 | if Input.is_action_just_pressed("move_forward") || Input.is_action_just_pressed("move_backward"):
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| 142 | hold_walk = false
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| 143 | if hold_walk == true:
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| 144 | input_dir.y = -1
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| 145 |
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| 146 | if Universal.ui_lock == false:
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| 147 | # Handle Jump.
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| 148 | if Input.is_action_just_pressed("move_jump") and is_on_floor():
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| 149 | velocity.y = jump_height
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| 150 | #Move Player
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| 151 | var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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| 152 | if direction:
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| 153 | velocity.x = direction.x * speed
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| 154 | velocity.z = direction.z * speed
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| 155 | else:
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| 156 | velocity.x = move_toward(velocity.x, 0, speed)
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| 157 | velocity.z = move_toward(velocity.z, 0, speed)
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| 158 |
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| 159 | sprint(delta)
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| 160 | move_and_slide()
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| 161 |
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| 162 | if Input.is_action_just_pressed("camera_perspective"):
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| 163 | var player_camera = $Neck/Head/Camera
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| 164 | if camera_change == true:
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| 165 | player_camera.position.z = 0
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| 166 | player_camera.position.x = 0
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| 167 | player_camera.position.y = 0
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| 168 | camera_change = false
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| 169 | else:
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| 170 | player_camera.position.z = 1.5
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| 171 | player_camera.position.x = 0.25
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| 172 | player_camera.position.y = 0.5
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| 173 | camera_change = true
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| 174 |
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| 175 | # Fall damage calculation
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| 176 | match player_state:
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| 177 | GROUNDED_STATE.GROUNDED:
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| 178 | falling = Vector3.ZERO
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| 179 | if not is_on_floor():
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| 180 | player_state = GROUNDED_STATE.MIDAIR
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| 181 | GROUNDED_STATE.MIDAIR:
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| 182 | falling += Vector3.DOWN * gravity * delta
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| 183 | if velocity.y <= -fall_threshold_damage:
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| 184 | max_fall = velocity
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| 185 | if is_on_floor():
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| 186 | player_state = GROUNDED_STATE.TOUCHDOWN
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| 187 | GROUNDED_STATE.TOUCHDOWN:
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| 188 | if falling.length() >= fall_threshold_damage and max_fall.y <= -fall_threshold_damage:
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| 189 | Universal.health -= round(-(max_fall.y + fall_threshold_damage))
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| 190 | Universal.stamina -= round(-(max_fall.y + fall_threshold_damage))
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| 191 | if round(-(max_fall.y + fall_threshold_damage)) > 5:
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| 192 | Universal.health -= round(-(max_fall.y + fall_threshold_damage)*9)
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| 193 | else:
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| 194 | if round(-(max_fall.y + fall_threshold_damage)) > 10:
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| 195 | Universal.health -= round(-(max_fall.y + fall_threshold_damage)*15)
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| 196 | if Universal.health <= 0:
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| 197 | dead()
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| 198 | get_node("PlayerInterface/VBoxContainer/BottomRight2/Health").value = Universal.health
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| 199 | max_fall = Vector3.ZERO
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| 200 | player_state = GROUNDED_STATE.GROUNDED
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| 201 |
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| 202 | func dead():
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| 203 | velocity.x = 0
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| 204 | velocity.z = 0
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| 205 | hold_walk = false
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| 206 | Universal.ui_lock = true
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| 207 | Universal.dead = true
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| 208 | Universal.health = 0
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| 209 | Universal.lifeforce = 0
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| 210 | Universal.mana = 0
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| 211 | Universal.stamina = 0
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| 212 | sprint_enabled = false
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| 213 | stamina_delay = exhausted_delay
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| 214 | stamina_regen_speed = 0
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| 215 | visible = false
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| 216 | get_node("PlayerInterface").visible = false
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| 217 | stat_change()
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| 218 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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| 219 | $Dead.visible = !$Dead.visible
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| 220 |
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| 221 | # Called when there is an input event
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| 222 | func _input(event: InputEvent) -> void:
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| 223 | if event is InputEventMouseMotion:
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| 224 | mouse_axis = event.relative
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| 225 | camera_rotation()
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| 226 |
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| 227 | # Heal button
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| 228 | if Input.is_action_just_pressed("player_heal") && Universal.mana >= mana_needed_to_heal:
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| 229 | if Universal.health != 1000:
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| 230 | Universal.mana -= mana_needed_to_heal
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| 231 | if 1000 < Universal.health + mana_heal_ammount:
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| 232 | Universal.health = 1000
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| 233 | elif Universal.health == 0:
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| 234 | Universal.health = mana_heal_ammount
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| 235 | else:
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| 236 | Universal.health += mana_heal_ammount
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| 237 | stat_change() # Used to update display for stats
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| 238 |
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| 239 | func camera_rotation() -> void:
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| 240 | if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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| 241 | return
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| 242 | if mouse_axis.length() > 0:
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| 243 | var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100)
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| 244 | var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100)
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| 245 | mouse_axis = Vector2()
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| 246 | rotate_y(deg2rad(horizontal))
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| 247 | camera.rotate_x(deg2rad(vertical))
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| 248 |
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| 249 | # Clamp mouse rotation
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| 250 | var temp_rot = camera.rotation.x
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| 251 | if camera_change == false:
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| 252 | temp_rot = clamp(temp_rot, -1.5, 2)
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| 253 | else:
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| 254 | temp_rot = clamp(temp_rot, -0.5, 2)
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| 255 | camera.rotation.x = temp_rot
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| 256 |
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| 257 | func can_sprint() -> bool:
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| 258 | return (sprint_enabled and is_on_floor() and Input.is_action_pressed("move_sprint"))
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| 259 |
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| 260 |
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| 261 | func sprint(delta: float) -> void:
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| 262 | if can_sprint():
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| 263 | if Universal.stamina >= 0 && stamina_delay <= 1:
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| 264 | speed = sprint_speed
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| 265 | camera.set_fov(lerp(camera.fov, FOV * 1.25, delta * 8))
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| 266 | Universal.stamina -= sprint_energy_consumption
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| 267 | if Universal.stamina <= 0:
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| 268 | stamina_delay = exhausted_delay
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| 269 | sprint_enabled = false
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| 270 | camera.fov = FOV
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| 271 | speed = walk_speed
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| 272 | return
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| 273 | stat_change() # Used to update display for stats
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| 274 | else:
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| 275 | speed = walk_speed
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| 276 | camera.set_fov(lerp(camera.fov, FOV, delta * 8))
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| 277 | if stamina_delay >= 0:
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| 278 | stamina_delay -= 0.1
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| 279 | sprint_enabled = true
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| 280 | elif Universal.stamina <= 1000:
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| 281 | if velocity.x == 0:
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| 282 | Universal.stamina += stamina_regen_speed * 2
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| 283 | else:
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| 284 | Universal.stamina += stamina_regen_speed
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| 285 | stat_change() # Used to update display for stats a
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| 286 | elif Universal.stamina >= 1000 && Universal.mana < 1000:
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| 287 | if velocity.x == 0:
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| 288 | Universal.mana += mana_regen_speed * 2
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| 289 | else:
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| 290 | Universal.mana += mana_regen_speed
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| 291 | stat_change() # Used to update display for stats a
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| 292 |
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| 293 |
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| 294 | func stat_change():
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| 295 | # Change the stats & displaybox size and refreshes so everythine stays at the bottom of the screen
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| 296 | var sbox_size = 0
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| 297 | var hbox_size = 0
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| 298 | var mbox_size = 0
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| 299 | var lbox_size = 0
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| 300 | var default_size = -130
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| 301 |
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| 302 | if Universal.stamina >= Universal.stamina_max:
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| 303 | sbox_size = 30
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| 304 | get_node("PlayerInterface/VBoxContainer/BottomRight1").visible = false
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| 305 | else:
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| 306 | sbox_size = 0
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| 307 | get_node("PlayerInterface/VBoxContainer/BottomRight1").visible = true
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| 308 | if Universal.health == Universal.health_max:
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| 309 | hbox_size = 30
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| 310 | get_node("PlayerInterface/VBoxContainer/BottomRight2").visible = false
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| 311 | else:
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| 312 | hbox_size = 0
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| 313 | get_node("PlayerInterface/VBoxContainer/BottomRight2").visible = true
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| 314 | if Universal.mana >= Universal.mana_max -1:
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| 315 | mbox_size = 30
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| 316 | get_node("PlayerInterface/VBoxContainer/BottomRight3").visible = false
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| 317 | else:
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| 318 | mbox_size = 3
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| 319 | get_node("PlayerInterface/VBoxContainer/BottomRight3").visible = true
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| 320 | if Universal.lifeforce == Universal.lifeforce_max:
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| 321 | lbox_size = 30
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| 322 | get_node("PlayerInterface/VBoxContainer/BottomRight4").visible = false
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| 323 | else:
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| 324 | lbox_size = 0
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| 325 | get_node("PlayerInterface/VBoxContainer/BottomRight4").visible = true
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| 326 |
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| 327 | get_node("PlayerInterface/VBoxContainer").offset_top = default_size + sbox_size + hbox_size + mbox_size + lbox_size
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| 328 |
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| 329 | get_node("PlayerInterface/VBoxContainer/BottomRight1/Energy").value = Universal.stamina
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| 330 | get_node("PlayerInterface/VBoxContainer/BottomRight4/Food").value = Universal.lifeforce
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| 331 | get_node("PlayerInterface/VBoxContainer/BottomRight3/Mana").value = Universal.mana
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| 332 | get_node("PlayerInterface/VBoxContainer/BottomRight2/Health").value = Universal.health
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| 333 |
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