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pineapple-surf/player/Player.gd

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GDScript3
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extends CharacterBody3D
class_name Player
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
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const MOUSE_SENSITIVITY = 5 # 2.25
const MAX_AIR_WISH_SPEED = 20
const AIR_ACCELERATE = 100 # Hu/39.97
@export var viewport_resolution: Vector2 = Vector2(852, 420)
@onready var head: Node3D = $Head
@onready var camera: Camera3D = head.get_node("Viewport/CameraViewportContainer/GameViewport/Camera")
@onready var vport: SubViewport = head.get_node("Viewport/CameraViewportContainer/GameViewport")
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@onready var gun_vport: SubViewport = $HUD/SubViewportContainer/SubViewport
@onready var aim_raycast: RayCast3D = head.get_node("RayCast3D")
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@onready var initial_position: Vector3 = position
@onready var initial_rotation: Vector3 = rotation
@onready var OnHand = head.get_node("OnHand")
@onready var active_weapon: BaseWeapon:
get: return OnHand.active_weapon
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@onready var ammo_label = $HUD/AmmoLabel
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@onready var fruit_label = $HUD/PineappleLabel
var collected_fruit: int = 0:
get:
return collected_fruit
set(value):
collected_fruit = value
fruit_label.text = "%d harvested" % collected_fruit
var last_frame_input_data: PlayerInputData = PlayerInputData.new()
var input_data: PlayerInputData = PlayerInputData.new()
var mouse_movement: Vector2 = Vector2.ZERO
var mouse_enabled: bool = true
var last_ground_velocity: Vector2 = Vector2.ZERO
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
# ===== UTILS =====
func _get_2d_velocity() -> Vector2:
return Vector2(velocity.x, velocity.z)
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
OnHand.player = self
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Singletons.player = self
vport.size = viewport_resolution
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gun_vport.size = viewport_resolution
func _physics_process(delta):
last_frame_input_data = input_data
input_data = PlayerInputData.new()
if mouse_movement:
self.rotate_y(self.mouse_movement.y * -1 * delta * MOUSE_SENSITIVITY)
var x_rotation = self.mouse_movement.x * -1 * delta * MOUSE_SENSITIVITY
head.rotation.x = clamp(head.rotation.x + x_rotation, deg_to_rad(-90), deg_to_rad(90))
self.mouse_movement = Vector2.ZERO
var jumping = false
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
else:
last_ground_velocity = Vector2(velocity.x, velocity.z)
# Handle Jump
if Input.is_action_pressed("jump") and is_on_floor():
jumping = true
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("left", "right", "forward", "backwards")
var based = (transform.basis * Vector3(input_dir.x, 0, input_dir.y))
var direction = based.normalized()
if is_on_floor() and not jumping:
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
else:
_air_accelerate(direction, based.length(), AIR_ACCELERATE, delta)
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if active_weapon and active_weapon.ammoType != BaseWeapon.AmmoType.NONE:
ammo_label.show()
if active_weapon is PeaShooter:
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ammo_label.text = "%d seeds left" % active_weapon.remaining
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else:
ammo_label.hide()
move_and_slide()
func _air_accelerate(wish_dir: Vector3, wish_speed: float, airaccelerate: float, delta_time: float):
var addspeed: float = 0
var accelspeed: float = 0
var currentspeed: float = 0
if wish_speed > MAX_AIR_WISH_SPEED:
wish_speed = MAX_AIR_WISH_SPEED
currentspeed = velocity.dot(wish_dir)
addspeed = wish_speed - currentspeed
if addspeed <= 0:
return
accelspeed = airaccelerate * delta_time * wish_speed
if accelspeed > addspeed:
accelspeed = addspeed
velocity += accelspeed * wish_dir
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func _process(_delta: float) -> void:
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self.camera.global_transform = self.head.global_transform
func _input(event):
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if event.is_action_pressed("respawn"):
respawn()
if event is InputEventKey and event.keycode == KEY_ESCAPE:
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$"/root/BaseScene".move_to_menu()
if event is InputEventMouseMotion:
var vec = event.relative
self.mouse_movement = Vector2(vec.y / 10, vec.x / 10)
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func respawn():
position = initial_position
rotation = initial_rotation
velocity = Vector3.ZERO