438 lines
14 KiB
GDScript
438 lines
14 KiB
GDScript
extends CharacterBody3D
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# TODO: Add descriptions for each value
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@export_category("Character")
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@export var start_rotation : float = 0
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var start_rotated : bool = false
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@export var max_health : float = 100.0
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var hp : float
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var playerallied : bool = true
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var currentgun : String = "pistol"
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@export var base_speed : float = 10.0
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@export var sprint_speed : float = 6.0
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@export var crouch_speed : float = 6.0
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@export var acceleration : float = 10.0
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@export var jump_velocity : float = 6.0
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@export var mouse_sensitivity : float = 0.1
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@export var walljump_cooldown : float = 0.75
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@export var wallbounce_multiplier : float = 0.3
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@export var aircontrol_multiplier : float = 0.5
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@export var aircontrol_delay : float = 0.5
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@export var coyotetime : float = 0.3
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var coyotechance : bool = false
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@export var dash_cooldown : float = 2.0
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@export var dash_speedmultiplier : float = 3.0
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@export var dash_distance : float = 5.0
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var dash_spent : bool = false
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var dash_active : bool = false
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var dash_startpos : Vector3 = Vector3(0, 0, 0)
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@export var physics_push_force : float = 1.0
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var holding_object : bool = false
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var held_object : RigidBody3D
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@export var object_hurl_force : float = 40.0
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@export var object_grab_distance : float = 8.0
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@export var object_hold_height : float = 1.0
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@export var gun_damage : float = 6
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@export var gun_firedelay : float = 0.2
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@export var gun_physics_nudge_multiplier : float = 5
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var stomping : bool = false
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var stomp_startingheight : float
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var stomp_speed : float = 25
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var stomp_radius : float = 6
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var stomp_radiusthreshold : float = 2
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var stomp_radiusincrement : float = 1
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var stomp_maxradius : float = 12
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var stomp_damagepermeter : float = 3
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var stomp_mindamage : float = 4
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var stomp_maxdamage : float = 16
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@export_group("Nodes")
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@export var HEAD : Node3D
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@export var CAMERA : Camera3D
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@export var CAMERA_ANIMATION : AnimationPlayer
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@export_group("Controls")
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# We are using UI controls because they are built into Godot Engine so they can be used right away
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@export var JUMP : String = "move_jump"
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@export var LEFT : String = "move_left"
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@export var RIGHT : String = "move_right"
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@export var FORWARD : String = "move_forward"
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@export var BACKWARD : String = "move_backward"
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@export var PAUSE : String = "ui_cancel"
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@export var CROUCH : String = "move_crouch"
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@export var DASH : String = "move_dash"
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@export var TELEK : String = "action_telekinesis"
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@export var SHOOT : String = "action_shoot"
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@export var SPRINT : String
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@export_group("Feature Settings")
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@export var immobile : bool = false
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@export var jumping_enabled : bool = true
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@export var in_air_momentum : bool = true
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@export var motion_smoothing : bool = true
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@export var sprint_enabled : bool = false
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@export var crouch_enabled : bool = true
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@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
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@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
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@export var dynamic_fov : bool = false
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@export var continuous_jumping : bool = false
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@export var view_bobbing : bool = false
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# Member variables
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var speed : float = base_speed
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var is_crouching : bool = false
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var is_sprinting : bool = false
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var walljump_ready : bool = true
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var enemies : Array[Node] = []
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# Get the gravity from the project settings to be synced with RigidBody nodes
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var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
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const tex_pistol_neutral = preload("res://sprites/fpguns/pistol_neutral.png")
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const tex_pistol_recoil = preload("res://sprites/fpguns/pistol_recoil.png")
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const tex_telehand_grip = preload("res://sprites/fpguns/telehand_grip.png")
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const tex_telehand_pull = preload("res://sprites/fpguns/telehand_pull.png")
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const tex_telehand_throw = preload("res://sprites/fpguns/telehand_throw.png")
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func _ready():
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HEAD = $Head
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CAMERA = $Head/Camera
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CAMERA_ANIMATION = $Head/camera_animation
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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$Head/Camera/Ray.target_position.z -= 1024
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$Head/TelekinesisPoint.position.z -= object_grab_distance / 2
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$Head/TelekinesisPoint.position.y += object_hold_height
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hp = max_health
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$UserInterface/Telehand.visible = false
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$stomparea.scale = Vector3(stomp_radius, stomp_radius, stomp_radius)
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func _physics_process(delta):
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if Input.is_action_just_pressed("exit"):
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get_tree().quit()
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$UserInterface/HUDContainer/HUDText.update(self,$walljump_timer,$dash_timer)
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if !start_rotated:
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HEAD.rotation_degrees.y += start_rotation
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start_rotated = true
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# Add some debug data
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$UserInterface/DebugPanel.add_property("Movement Speed", speed, 1)
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$UserInterface/DebugPanel.add_property("Velocity", get_real_velocity(), 2)
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# Gravity
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#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
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if not is_on_floor():
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if velocity.y >= gravity:
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velocity.y = gravity
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velocity.y -= gravity * delta
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handle_jumping()
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var input_dir = Vector2.ZERO
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if !immobile:
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input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
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handle_movement(delta, input_dir)
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handle_stomp()
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handle_telekinesis()
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handle_gunshoot()
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# toggle_crouch()
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toggle_sprint(input_dir)
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if Input.is_action_just_pressed(DASH) and !dash_spent:
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dash_spent = true
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dash_startpos = position
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dash_active = true
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$dash_timer.start(dash_cooldown)
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$aircontrol_timer.stop()
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if dash_active and dash_startpos.distance_to(position) > dash_distance:
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dash_active = false
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if dash_active and input_dir.x == 0 and input_dir.y == 0:
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dash_active = false
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if dash_active:
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speed = base_speed * dash_speedmultiplier
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elif is_crouching:
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speed = crouch_speed
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elif is_sprinting:
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speed = sprint_speed
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else:
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speed = base_speed
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if view_bobbing:
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headbob_animation(input_dir)
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for i in get_slide_collision_count():
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var slaminto = get_slide_collision(i)
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if slaminto.get_collider() is RigidBody3D:
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slaminto.get_collider().apply_central_impulse(-slaminto.get_normal() * physics_push_force)
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func handle_jumping():
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if jumping_enabled:
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if !coyotechance and !is_on_floor():
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$coyote_timer.start(coyotetime)
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coyotechance = true
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if continuous_jumping:
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if Input.is_action_pressed(JUMP) and is_on_floor():
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velocity.y += jump_velocity
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else:
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if Input.is_action_just_pressed(JUMP):
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if is_on_floor() or (coyotechance and !$coyote_timer.is_stopped()):
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velocity.y += jump_velocity
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$aircontrol_timer.start(aircontrol_delay)
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if walljump_ready and Input.is_action_just_pressed(JUMP) and !is_on_floor() and is_on_wall():
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velocity.x = velocity.x + ((position.bounce(get_slide_collision(0).get_normal()).x) * wallbounce_multiplier)
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velocity.z = velocity.z + ((position.bounce(get_slide_collision(0).get_normal()).z) * wallbounce_multiplier)
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velocity.y += jump_velocity
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walljump_ready = false
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$walljump_timer.start(walljump_cooldown)
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$aircontrol_timer.start(aircontrol_delay)
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print("walljump timer started")
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func handle_movement(delta, input_dir):
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var direction = input_dir.rotated(-HEAD.rotation.y)
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direction = Vector3(direction.x, 0, direction.y)
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move_and_slide()
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if in_air_momentum:
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if is_on_floor(): # Don't lerp y movement
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if motion_smoothing:
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velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
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else:
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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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if direction.x != 0 and direction.z != 0 and $aircontrol_timer.is_stopped():
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if motion_smoothing:
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velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
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else:
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if motion_smoothing:
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velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
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else:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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func _process(delta):
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$UserInterface/DebugPanel.add_property("FPS", 1.0/delta, 0)
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if Input.is_action_just_pressed(PAUSE):
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event):
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
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HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
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HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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"""func toggle_crouch():
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if crouch_enabled:
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if crouch_mode == 0:
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is_crouching = Input.is_action_pressed(CROUCH)
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elif crouch_mode == 1:
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if Input.is_action_just_pressed(CROUCH):
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is_crouching = !is_crouching
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# Replace with your own crouch animation code
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if is_crouching:
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$Collision.scale.y = lerp($Collision.scale.y, 0.75, 0.2)
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else:
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$Collision.scale.y = lerp($Collision.scale.y, 1.0, 0.2)"""
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func toggle_sprint(moving):
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if sprint_enabled:
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if sprint_mode == 0:
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if !is_crouching: # Crouching takes priority over sprinting
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is_sprinting = Input.is_action_pressed(SPRINT)
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else:
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is_sprinting = false # Fix a bug where if you are sprinting and then crouch then let go of the sprinting button you keep sprinting
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elif sprint_mode == 1:
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if Input.is_action_just_pressed(SPRINT):
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if !is_crouching:
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is_sprinting = !is_sprinting
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else:
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is_sprinting = false
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if dynamic_fov:
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if is_sprinting and moving:
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CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
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else:
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CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
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func headbob_animation(moving):
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if moving and is_on_floor():
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CAMERA_ANIMATION.play("headbob")
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CAMERA_ANIMATION.speed_scale = speed / base_speed
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else:
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CAMERA_ANIMATION.play("RESET")
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func handle_telekinesis():
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if holding_object:
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held_object.global_position = held_object.global_position.lerp($Head/TelekinesisPoint.global_position, 0.3)
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if $UserInterface/Telehand.texture == tex_telehand_pull and held_object.global_position.distance_to($Head/TelekinesisPoint.global_position) < 0.1:
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$UserInterface/Telehand.texture = tex_telehand_grip
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if Input.is_action_just_pressed(CROUCH) and holding_object:
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holding_object = false
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held_object.gravity_scale = 1.0
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$UserInterface/Telehand.texture = tex_telehand_throw
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$telehand_timer.start(0.6)
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elif Input.is_action_just_pressed(TELEK):
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if !holding_object:
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var object = $Head/Camera/Ray.get_collider()
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if object != null and ($Head/Camera/Ray.get_collision_point().distance_to(position) <= object_grab_distance) and object.get("grabbable") == true:
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holding_object = true
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held_object = object
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held_object.gravity_scale = 0.0
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$UserInterface/Telehand.texture = tex_telehand_pull
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$UserInterface/Telehand.visible = true
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$telehand_timer.stop()
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$telehand_timer.start(0.5)
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else:
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held_object.apply_central_impulse($Head/Camera/Ray.global_position.direction_to(held_object.global_position - Vector3(0,object_hold_height,0)) * Vector3(object_hurl_force, object_hurl_force, object_hurl_force))
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holding_object = false
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held_object.gravity_scale = 1.0
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$UserInterface/Telehand.texture = tex_telehand_throw
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$telehand_timer.start(0.5)
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func handle_gunshoot():
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if Input.is_action_just_pressed(SHOOT) and $gunfire_timer.is_stopped():
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$gunfire_timer.start(gun_firedelay)
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$gunflash_timer.start(0.08)
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$UserInterface/Gun.texture = tex_pistol_recoil
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var object = $Head/Camera/Ray.get_collider()
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if object != null:
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if object.get("shootable") == true:
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var multiplier : float = 1.0
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if object.get("weakpoint") == true:
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if object.rootnode:
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multiplier = object.weakpoint_damage
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else:
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multiplier = object.owner.weakpoint_damage
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if object.rootnode:
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object.deal_damage(gun_damage * multiplier)
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else:
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object.owner.deal_damage(gun_damage * multiplier)
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elif object.get("grabbable") == true:
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var shootforce = gun_damage * gun_physics_nudge_multiplier
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object.apply_central_impulse($Head/Camera/Ray.global_position.direction_to(object.global_position) * Vector3(shootforce, shootforce, shootforce))
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if object == held_object:
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holding_object = false
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held_object.gravity_scale = 1.0
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$UserInterface/Telehand.visible = false
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$telehand_timer.stop
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func handle_stomp():
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if !stomping and !is_on_floor() and !holding_object and Input.is_action_just_pressed(CROUCH):
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stomping = true
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stomp_startingheight = global_position.y
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$stomparea.monitoring = true
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if stomping:
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if !is_on_floor():
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velocity.y = -stomp_speed
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var stompheight = stomp_startingheight - global_position.y
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if stompheight >= stomp_radiusthreshold:
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var newradius = clamp(stomp_radius + (stomp_radiusincrement * (stompheight - stomp_radiusthreshold)), stomp_radius, stomp_maxradius)
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$stomparea.scale = Vector3(newradius, newradius, newradius)
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else:
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stomping = false
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var damage = clamp(stomp_damagepermeter * (stomp_startingheight - global_position.y), stomp_mindamage, stomp_maxdamage)
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for body in $stomparea.get_overlapping_bodies():
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if body is RigidBody3D:
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body.apply_central_impulse(global_position.direction_to(body.global_position) * Vector3(damage*2, damage*4, damage*2))
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if body is CharacterBody3D and body.get("playerallied") == false:
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body.deal_damage(damage)
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body.global_position.y += 0.2
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body.velocity = global_position.direction_to(body.global_position) * Vector3(damage*20, damage*40, damage*20)
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$stomparea.scale = Vector3(stomp_radius, stomp_radius, stomp_radius)
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$stomparea.monitoring = false
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func deal_damage(damage):
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print("player takes "+ str(damage)+" damage, leaving "+str(hp)+" HP left")
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hp = hp - damage
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if hp <= 0:
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print("player died! oh no!")
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func _on_walljump_timer_timeout():
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walljump_ready = true
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$walljump_timer.stop()
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func _on_aircontrol_timer_timeout():
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$aircontrol_timer.stop()
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func _on_coyote_timer_timeout():
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$coyote_timer.stop()
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func _on_dash_timer_timeout():
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dash_spent = false
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$dash_timer.stop()
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pass # Replace with function body.
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func _on_gunfire_timer_timeout():
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$gunfire_timer.stop()
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func _on_gunflash_timer_timeout():
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$UserInterface/Gun.texture = tex_pistol_neutral
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$gunflash_timer.stop()
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func _on_telehand_timer_timeout():
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if $UserInterface/Telehand.texture == tex_telehand_pull:
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$UserInterface/Telehand.texture = tex_telehand_grip
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elif $UserInterface/Telehand.texture == tex_telehand_throw:
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$UserInterface/Telehand.visible = false
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$telehand_timer.stop()
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