mirror of
https://github.com/Steffo99/pineapple-surf.git
synced 2024-11-24 16:54:19 +00:00
151 lines
4.1 KiB
GDScript
151 lines
4.1 KiB
GDScript
extends CharacterBody3D
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class_name Player
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const MOUSE_SENSITIVITY = 2.25
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const MAX_AIR_WISH_SPEED = 20
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const AIR_ACCELERATE = 100 # Hu/39.97
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@export var viewport_resolution: Vector2 = Vector2(852, 420)
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@onready var head: Node3D = $Head
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@onready var camera: Camera3D = head.get_node("Viewport/CameraViewportContainer/GameViewport/Camera")
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@onready var vport: SubViewport = head.get_node("Viewport/CameraViewportContainer/GameViewport")
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@onready var aim_raycast: RayCast3D = head.get_node("RayCast3D")
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@onready var torch: SpotLight3D = head.get_node("Torch")
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@onready var OnHand = head.get_node("OnHand")
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@onready var active_weapon: BaseWeapon:
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get: return OnHand.active_weapon
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# DEBUG NODES
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@onready var debug_speed_label = $HUD/Speed_Label
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var last_frame_input_data: PlayerInputData = PlayerInputData.new()
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var input_data: PlayerInputData = PlayerInputData.new()
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var mouse_movement: Vector2 = Vector2.ZERO
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var mouse_enabled: bool = true
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var last_ground_velocity: Vector2 = Vector2.ZERO
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# ===== UTILS =====
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func _get_2d_velocity() -> Vector2:
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return Vector2(velocity.x, velocity.z)
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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OnHand.player = self
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vport.size = viewport_resolution
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func _process(delta):
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pass
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func _physics_process(delta):
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last_frame_input_data = input_data
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input_data = PlayerInputData.new()
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if mouse_movement:
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self.rotate_y(self.mouse_movement.y * -1 * delta * MOUSE_SENSITIVITY)
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var x_rotation = self.mouse_movement.x * -1 * delta * MOUSE_SENSITIVITY
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head.rotation.x = clamp(head.rotation.x + x_rotation, deg_to_rad(-90), deg_to_rad(90))
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self.mouse_movement = Vector2.ZERO
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var jumping = false
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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else:
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last_ground_velocity = Vector2(velocity.x, velocity.z)
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# Handle Jump
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if Input.is_action_pressed("jump") and is_on_floor():
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jumping = true
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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var input_dir = Input.get_vector("left", "right", "forward", "backwards")
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var based = (transform.basis * Vector3(input_dir.x, 0, input_dir.y))
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var direction = based.normalized()
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if is_on_floor() and not jumping:
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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else:
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_air_accelerate(direction, based.length(), AIR_ACCELERATE, delta)
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# Apply camera effects
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var camera_yaw := 0
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var current_speed := _get_2d_velocity().length()
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if is_on_floor() and current_speed > 0:
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camera_yaw = -clamp(_get_2d_velocity().length() * input_dir.x, -25, 25)
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else:
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camera_yaw = 0
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self.camera.global_transform = self.head.global_transform
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# camera.rotation.z = move_toward(
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# 0,
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# camera_yaw,
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# delta
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# ) * 2.5
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debug_speed_label.text = "%0.2f" % current_speed
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move_and_slide()
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func _air_accelerate(wish_dir: Vector3, wish_speed: float, airaccelerate: float, delta_time: float):
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var addspeed: float = 0
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var accelspeed: float = 0
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var currentspeed: float = 0
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if wish_speed > MAX_AIR_WISH_SPEED:
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wish_speed = MAX_AIR_WISH_SPEED
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currentspeed = velocity.dot(wish_dir)
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addspeed = wish_speed - currentspeed
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if addspeed <= 0:
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return
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accelspeed = airaccelerate * delta_time * wish_speed
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if accelspeed > addspeed:
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accelspeed = addspeed
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velocity += accelspeed * wish_dir
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func wall_running() -> bool:
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if is_on_wall_only():
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if Input.is_action_pressed("jump"):
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var wall_normal := get_wall_normal()
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var bas = transform.basis * velocity
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velocity.y /= 2
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return true
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return false
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func _input(event):
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if event is InputEventKey and event.keycode == KEY_ESCAPE:
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get_tree().quit()
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if Input.is_action_just_pressed("toggle_torch"):
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torch.visible = !torch.visible
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if event is InputEventMouseMotion:
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var vec = event.relative
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self.mouse_movement = Vector2(vec.y / 10, vec.x / 10)
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