mirror of
https://github.com/Steffo99/pineapple-surf.git
synced 2024-11-22 15:54:20 +00:00
153 lines
4.1 KiB
GDScript
153 lines
4.1 KiB
GDScript
extends CharacterBody3D
|
|
class_name Player
|
|
|
|
const SPEED = 5.0
|
|
const JUMP_VELOCITY = 4.5
|
|
const MOUSE_SENSITIVITY = 2.25
|
|
|
|
const MAX_AIR_WISH_SPEED = 20
|
|
const AIR_ACCELERATE = 100 # Hu/39.97
|
|
|
|
@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")
|
|
@onready var aim_raycast: RayCast3D = head.get_node("RayCast3D")
|
|
@onready var torch: SpotLight3D = head.get_node("Torch")
|
|
|
|
@onready var OnHand = head.get_node("OnHand")
|
|
@onready var active_weapon: BaseWeapon:
|
|
get: return OnHand.active_weapon
|
|
|
|
# DEBUG NODES
|
|
@onready var debug_speed_label = $HUD/Speed_Label
|
|
|
|
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
|
|
# vport.size = DisplayServer.window_get_size()
|
|
vport.size = Vector2(426, 240)
|
|
# for item in OnHand.get_children():
|
|
# if item is BaseWeapon:
|
|
# item.player = self
|
|
|
|
func _process(delta):
|
|
pass
|
|
|
|
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)
|
|
|
|
|
|
# Apply camera effects
|
|
var camera_yaw := 0
|
|
var current_speed := _get_2d_velocity().length()
|
|
if is_on_floor() and current_speed > 0:
|
|
camera_yaw = -clamp(_get_2d_velocity().length() * input_dir.x, -25, 25)
|
|
else:
|
|
camera_yaw = 0
|
|
|
|
self.camera.global_transform = self.head.global_transform
|
|
|
|
# camera.rotation.z = move_toward(
|
|
# 0,
|
|
# camera_yaw,
|
|
# delta
|
|
# ) * 2.5
|
|
|
|
debug_speed_label.text = "%0.2f" % current_speed
|
|
|
|
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
|
|
|
|
|
|
func wall_running() -> bool:
|
|
if is_on_wall_only():
|
|
if Input.is_action_pressed("jump"):
|
|
var wall_normal := get_wall_normal()
|
|
var bas = transform.basis * velocity
|
|
velocity.y /= 2
|
|
return true
|
|
return false
|
|
|
|
|
|
func _input(event):
|
|
if event is InputEventKey and event.keycode == KEY_ESCAPE:
|
|
get_tree().quit()
|
|
|
|
if Input.is_action_just_pressed("toggle_torch"):
|
|
torch.visible = !torch.visible
|
|
|
|
if event is InputEventMouseMotion:
|
|
var vec = event.relative
|
|
self.mouse_movement = Vector2(vec.y / 10, vec.x / 10)
|