297 lines
9.3 KiB
GDScript
297 lines
9.3 KiB
GDScript
extends CharacterBody3D
|
|
|
|
# TODO: Add descriptions for each value
|
|
|
|
@export_category("Character")
|
|
@export var base_speed : float = 10.0
|
|
@export var sprint_speed : float = 6.0
|
|
@export var crouch_speed : float = 6.0
|
|
|
|
@export var acceleration : float = 10.0
|
|
@export var jump_velocity : float = 6.0
|
|
@export var mouse_sensitivity : float = 0.1
|
|
|
|
@export var walljump_cooldown : float = 0.75
|
|
@export var wallbounce_multiplier : float = 0.3
|
|
|
|
@export var aircontrol_multiplier : float = 0.5
|
|
@export var aircontrol_delay : float = 0.5
|
|
|
|
@export var coyotetime : float = 0.3
|
|
var coyotechance : bool = false
|
|
|
|
@export var dash_cooldown : float = 2.0
|
|
@export var dash_speedmultiplier : float = 3.0
|
|
@export var dash_distance : float = 5.0
|
|
var dash_spent : bool = false
|
|
var dash_active : bool = false
|
|
var dash_startpos : Vector3 = Vector3(0, 0, 0)
|
|
|
|
@export var physics_push_force : float = 1.0
|
|
|
|
var holding_object : bool = false
|
|
var held_object : RigidBody3D
|
|
@export var object_hurl_force : float = 40.0
|
|
@export var object_grab_distance : float = 6.0
|
|
|
|
|
|
@export_group("Nodes")
|
|
@export var HEAD : Node3D
|
|
@export var CAMERA : Camera3D
|
|
@export var CAMERA_ANIMATION : AnimationPlayer
|
|
|
|
@export_group("Controls")
|
|
# We are using UI controls because they are built into Godot Engine so they can be used right away
|
|
@export var JUMP : String = "move_jump"
|
|
@export var LEFT : String = "move_left"
|
|
@export var RIGHT : String = "move_right"
|
|
@export var FORWARD : String = "move_forward"
|
|
@export var BACKWARD : String = "move_backward"
|
|
@export var PAUSE : String = "ui_cancel"
|
|
@export var CROUCH : String = "move_crouch"
|
|
@export var DASH : String = "move_dash"
|
|
@export var TELEK : String = "action_telekinesis"
|
|
|
|
@export var SPRINT : String
|
|
|
|
@export_group("Feature Settings")
|
|
@export var immobile : bool = false
|
|
@export var jumping_enabled : bool = true
|
|
@export var in_air_momentum : bool = true
|
|
@export var motion_smoothing : bool = true
|
|
@export var sprint_enabled : bool = false
|
|
@export var crouch_enabled : bool = true
|
|
@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
|
|
@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
|
|
@export var dynamic_fov : bool = false
|
|
@export var continuous_jumping : bool = false
|
|
@export var view_bobbing : bool = false
|
|
|
|
# Member variables
|
|
var speed : float = base_speed
|
|
var is_crouching : bool = false
|
|
var is_sprinting : bool = false
|
|
var walljump_ready : bool = true
|
|
|
|
# Get the gravity from the project settings to be synced with RigidBody nodes
|
|
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
|
|
|
|
|
|
func _ready():
|
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
|
$Head/Camera/Ray.target_position.z = 0 - object_grab_distance
|
|
$Head/TelekinesisPoint.position.z = 0 - object_grab_distance + 2
|
|
|
|
func _physics_process(delta):
|
|
|
|
# Add some debug data
|
|
$UserInterface/DebugPanel.add_property("Movement Speed", speed, 1)
|
|
$UserInterface/DebugPanel.add_property("Velocity", get_real_velocity(), 2)
|
|
|
|
# Gravity
|
|
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
|
|
if not is_on_floor():
|
|
velocity.y -= gravity * delta
|
|
|
|
handle_jumping()
|
|
|
|
var input_dir = Vector2.ZERO
|
|
if !immobile:
|
|
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
|
|
|
|
handle_movement(delta, input_dir)
|
|
|
|
handle_telekinesis()
|
|
|
|
# toggle_crouch()
|
|
toggle_sprint(input_dir)
|
|
if Input.is_action_just_pressed(DASH) and !dash_spent:
|
|
dash_spent = true
|
|
dash_startpos = position
|
|
dash_active = true
|
|
$dash_timer.start(dash_cooldown)
|
|
$aircontrol_timer.stop()
|
|
|
|
if dash_active and dash_startpos.distance_to(position) > dash_distance:
|
|
dash_active = false
|
|
|
|
if dash_active and input_dir.x == 0 and input_dir.y == 0:
|
|
dash_active = false
|
|
|
|
if dash_active:
|
|
speed = base_speed * dash_speedmultiplier
|
|
elif is_crouching:
|
|
speed = crouch_speed
|
|
elif is_sprinting:
|
|
speed = sprint_speed
|
|
else:
|
|
speed = base_speed
|
|
|
|
|
|
if view_bobbing:
|
|
headbob_animation(input_dir)
|
|
|
|
|
|
for i in get_slide_collision_count():
|
|
var slaminto = get_slide_collision(i)
|
|
if slaminto.get_collider() is RigidBody3D:
|
|
slaminto.get_collider().apply_central_impulse(-slaminto.get_normal() * physics_push_force)
|
|
|
|
|
|
func handle_jumping():
|
|
if jumping_enabled:
|
|
if !coyotechance and !is_on_floor():
|
|
$coyote_timer.start(coyotetime)
|
|
coyotechance = true
|
|
|
|
if continuous_jumping:
|
|
if Input.is_action_pressed(JUMP) and is_on_floor():
|
|
velocity.y += jump_velocity
|
|
else:
|
|
if Input.is_action_just_pressed(JUMP):
|
|
if is_on_floor() or (coyotechance and !$coyote_timer.is_stopped()):
|
|
velocity.y += jump_velocity
|
|
$aircontrol_timer.start(aircontrol_delay)
|
|
|
|
if walljump_ready and Input.is_action_just_pressed(JUMP) and !is_on_floor() and is_on_wall():
|
|
velocity.x = velocity.x + ((position.bounce(get_slide_collision(0).get_normal()).x) * wallbounce_multiplier)
|
|
velocity.z = velocity.z + ((position.bounce(get_slide_collision(0).get_normal()).z) * wallbounce_multiplier)
|
|
velocity.y += jump_velocity
|
|
walljump_ready = false
|
|
$walljump_timer.start(walljump_cooldown)
|
|
$aircontrol_timer.start(aircontrol_delay)
|
|
print("walljump timer started")
|
|
|
|
func handle_movement(delta, input_dir):
|
|
|
|
var direction = input_dir.rotated(-HEAD.rotation.y)
|
|
direction = Vector3(direction.x, 0, direction.y)
|
|
|
|
move_and_slide()
|
|
|
|
if in_air_momentum:
|
|
if is_on_floor(): # Don't lerp y movement
|
|
if motion_smoothing:
|
|
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
|
|
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
|
|
else:
|
|
velocity.x = direction.x * speed
|
|
velocity.z = direction.z * speed
|
|
else:
|
|
if direction.x != 0 and direction.z != 0 and $aircontrol_timer.is_stopped():
|
|
if motion_smoothing:
|
|
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
|
|
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
|
|
else:
|
|
if motion_smoothing:
|
|
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
|
|
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
|
|
else:
|
|
velocity.x = direction.x * speed
|
|
velocity.z = direction.z * speed
|
|
|
|
|
|
func _process(delta):
|
|
|
|
$UserInterface/DebugPanel.add_property("FPS", 1.0/delta, 0)
|
|
|
|
if Input.is_action_just_pressed(PAUSE):
|
|
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
|
elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
|
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
|
|
|
|
|
func _unhandled_input(event):
|
|
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
|
HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
|
|
HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
|
|
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
|
|
|
|
|
|
"""func toggle_crouch():
|
|
if crouch_enabled:
|
|
if crouch_mode == 0:
|
|
is_crouching = Input.is_action_pressed(CROUCH)
|
|
elif crouch_mode == 1:
|
|
if Input.is_action_just_pressed(CROUCH):
|
|
is_crouching = !is_crouching
|
|
|
|
# Replace with your own crouch animation code
|
|
if is_crouching:
|
|
$Collision.scale.y = lerp($Collision.scale.y, 0.75, 0.2)
|
|
else:
|
|
$Collision.scale.y = lerp($Collision.scale.y, 1.0, 0.2)"""
|
|
|
|
|
|
func toggle_sprint(moving):
|
|
if sprint_enabled:
|
|
if sprint_mode == 0:
|
|
if !is_crouching: # Crouching takes priority over sprinting
|
|
is_sprinting = Input.is_action_pressed(SPRINT)
|
|
else:
|
|
is_sprinting = false # Fix a bug where if you are sprinting and then crouch then let go of the sprinting button you keep sprinting
|
|
elif sprint_mode == 1:
|
|
if Input.is_action_just_pressed(SPRINT):
|
|
if !is_crouching:
|
|
is_sprinting = !is_sprinting
|
|
else:
|
|
is_sprinting = false
|
|
|
|
if dynamic_fov:
|
|
if is_sprinting and moving:
|
|
CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
|
|
else:
|
|
CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
|
|
|
|
|
|
func headbob_animation(moving):
|
|
if moving and is_on_floor():
|
|
CAMERA_ANIMATION.play("headbob")
|
|
CAMERA_ANIMATION.speed_scale = speed / base_speed
|
|
else:
|
|
CAMERA_ANIMATION.play("RESET")
|
|
|
|
func handle_telekinesis():
|
|
if holding_object:
|
|
held_object.global_position = held_object.global_position.lerp($Head/TelekinesisPoint.global_position, 0.3)
|
|
|
|
if Input.is_action_just_pressed(TELEK):
|
|
if !holding_object:
|
|
var object = $Head/Camera/Ray.get_collider()
|
|
if object != null:
|
|
holding_object = true
|
|
held_object = object
|
|
held_object.gravity_scale = 0.0
|
|
else:
|
|
held_object.apply_central_impulse($Head/Camera/Ray.global_position.direction_to(held_object.global_position) * Vector3(object_hurl_force, object_hurl_force, object_hurl_force))
|
|
holding_object = false
|
|
held_object.gravity_scale = 1.0
|
|
|
|
"""func ray_check(camera):
|
|
var space_state = get_world_3d().direct_space_state
|
|
var screencenter = get_viewport().get_visible_rect().get_center()
|
|
var from = camera.project_ray_origin(screencenter)
|
|
var to = from + camera.project_ray_normal(screencenter) * 1024
|
|
var query = PhysicsRayQueryParameters3D.create(from, to)
|
|
print(str(space_state.intersect_ray(query)))
|
|
return space_state.intersect_ray(query)"""
|
|
|
|
func _on_walljump_timer_timeout():
|
|
walljump_ready = true
|
|
$walljump_timer.stop()
|
|
|
|
|
|
func _on_aircontrol_timer_timeout():
|
|
$aircontrol_timer.stop()
|
|
|
|
|
|
func _on_coyote_timer_timeout():
|
|
$coyote_timer.stop()
|
|
|
|
|
|
func _on_dash_timer_timeout():
|
|
dash_spent = false
|
|
$dash_timer.stop()
|
|
pass # Replace with function body.
|