A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. # Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
  2. extends RigidBody
  3. var view_sensitivity = 0.25
  4. # Walking speed and jumping height are defined later.
  5. var walk_speed = 0.8 # Actually acceleration; m/s/s
  6. var jump_speed = 1 # m/s
  7. var air_accel = .1 # m/s/s
  8. var floor_friction = 1-0.08
  9. var air_friction = 1-0.03
  10. var player_info # Set by lobby
  11. var walk_speed_build = 0.006 # `walk_speed` per `switch_charge`
  12. var air_speed_build = 0.006 # `air_accel` per `switch_chare`
  13. var switch_charge = 0
  14. var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
  15. var movement_charge = 0.15 # In percent per meter (except when heroes change that)
  16. const fall_height = -50
  17. var debug_node
  18. var recording = { "time": 0, "events": [], "spawn": Vector3() }
  19. slave var slave_transform = Basis()
  20. slave var slave_lin_v = Vector3()
  21. slave var slave_ang_v = Vector3()
  22. export(NodePath) var tp_camera
  23. export(NodePath) var master_only
  24. func _ready():
  25. set_process_input(true)
  26. debug_node = get_node("/root/Level/Debug")
  27. if is_network_master():
  28. get_node(tp_camera).set_enabled(true)
  29. spawn()
  30. else:
  31. remove_child(get_node(master_only))
  32. func spawn():
  33. var placement = Vector3()
  34. var x_varies = 10
  35. var y_varies = 20
  36. # No Z, because that's the left-right question
  37. if player_info.is_right_team:
  38. placement = get_node("/root/Level/RightSpawn").get_translation()
  39. else:
  40. placement = get_node("/root/Level/LeftSpawn").get_translation()
  41. # So we don't all spawn on top of each other
  42. placement.x += rand_range(0, x_varies)
  43. placement.y += rand_range(0, y_varies)
  44. recording.spawn = placement
  45. set_transform(Basis())
  46. set_translation(placement)
  47. set_linear_velocity(Vector3())
  48. func event_to_obj(event):
  49. var d = {}
  50. if event is InputEventMouseMotion:
  51. d.relative = {}
  52. d.relative.x = event.relative.x
  53. d.relative.y = event.relative.y
  54. d.type = "motion"
  55. if event is InputEventKey:
  56. d.scancode = event.scancode
  57. d.pressed = event.pressed
  58. d.type = "key"
  59. if event is InputEventMouseButton:
  60. d.button_index = event.button_index
  61. d.pressed = event.pressed
  62. d.type = "mb"
  63. return d
  64. func apply_dict(from, to):
  65. if typeof(from) != TYPE_DICTIONARY:
  66. return from
  67. else:
  68. for key in from:
  69. to[key] = apply_dict(from[key], to[key])
  70. return to
  71. func obj_to_event(d):
  72. var e
  73. if d.type == "motion": e = InputEventMouseMotion.new()
  74. if d.type == "key": e = InputEventKey.new()
  75. if d.type == "mb": e = InputEventMouseButton.new()
  76. d.erase("type") # Not in the event
  77. apply_dict(d, e)
  78. return e
  79. func _input(event):
  80. if is_network_master():
  81. if Input.is_action_just_pressed("switch_hero"):
  82. switch_hero_interface()
  83. # Quit the game:
  84. if Input.is_action_pressed("quit"):
  85. quit()
  86. if "record" in player_info:
  87. recording.events.append([recording.time, event_to_obj(event)])
  88. func toggle_mouse_capture():
  89. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  90. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  91. view_sensitivity = 0
  92. else:
  93. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  94. view_sensitivity = 0.25
  95. # Update visual yaw + pitch components to match camera
  96. func set_rotation():
  97. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  98. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  99. func _integrate_forces(state):
  100. if is_network_master():
  101. control_player(state)
  102. rpc_unreliable("set_status", get_status())
  103. set_rotation()
  104. slave func set_status(s):
  105. set_transform(s[0])
  106. set_linear_velocity(s[1])
  107. set_angular_velocity(s[2])
  108. get_node(tp_camera).cam_yaw = s[3]
  109. get_node(tp_camera).cam_pitch = s[4]
  110. func get_status():
  111. return [
  112. get_transform(),
  113. get_linear_velocity(),
  114. get_angular_velocity(),
  115. get_node(tp_camera).cam_yaw,
  116. get_node(tp_camera).cam_pitch,
  117. ]
  118. func control_player(state):
  119. var aim = get_node("Yaw").get_global_transform().basis
  120. var direction = Vector3()
  121. if Input.is_action_pressed("move_forwards"):
  122. direction -= aim[2]
  123. if Input.is_action_pressed("move_backwards"):
  124. direction += aim[2]
  125. if Input.is_action_pressed("move_left"):
  126. direction -= aim[0]
  127. if Input.is_action_pressed("move_right"):
  128. direction += aim[0]
  129. direction = direction.normalized()
  130. var ray = get_node("Ray")
  131. if ray.is_colliding():
  132. var up = state.get_total_gravity().normalized()
  133. var normal = ray.get_collision_normal()
  134. var floor_velocity = Vector3()
  135. var object = ray.get_collider()
  136. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  137. state.apply_impulse(Vector3(), direction * accel * get_mass())
  138. var lin_v = state.get_linear_velocity()
  139. lin_v.x *= floor_friction
  140. lin_v.z *= floor_friction
  141. state.set_linear_velocity(lin_v)
  142. if Input.is_action_pressed("jump"):
  143. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  144. else:
  145. var accel = (1 + switch_charge * air_speed_build) * air_accel
  146. state.apply_impulse(Vector3(), direction * accel * get_mass())
  147. var lin_v = state.get_linear_velocity()
  148. lin_v.x *= air_friction
  149. lin_v.z *= air_friction
  150. state.set_linear_velocity(lin_v)
  151. state.integrate_forces()
  152. func _process(delta):
  153. # All player code not caused by input, and not causing movement
  154. if is_network_master():
  155. var vel = get_linear_velocity()
  156. switch_charge += movement_charge * vel.length() * delta
  157. var switch_node = get_node("MasterOnly/SwitchCharge")
  158. switch_node.set_text("%.f%%" % switch_charge)
  159. if switch_charge >= 100:
  160. # Let switch_charge keep building, because we use it for walk_speed and things
  161. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  162. if switch_charge > switch_charge_cap:
  163. # There is however a cap
  164. switch_charge = switch_charge_cap
  165. if get_translation().y < fall_height:
  166. spawn()
  167. switch_hero_interface()
  168. func switch_hero_interface():
  169. # Interface needs the mouse!
  170. toggle_mouse_capture()
  171. # Pause so if we have walls and such nothing funny happens
  172. get_tree().set_pause(true)
  173. var interface = preload("res://scenes/HeroSelect.tscn").instance()
  174. add_child(interface)
  175. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  176. func switch_hero_master():
  177. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  178. # Remove the mouse and enable looking again
  179. toggle_mouse_capture()
  180. get_tree().set_pause(false)
  181. sync func switch_hero(hero):
  182. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  183. var net_id = int(get_name())
  184. set_name("%d-delete" % net_id) # Can't have duplicate names
  185. new_hero.set_name("%d" % net_id)
  186. new_hero.set_network_master(net_id)
  187. new_hero.player_info = player_info
  188. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  189. # We must wait until after _ready is called, so that we don't end up at spawn
  190. new_hero.call_deferred("set_status", get_status())
  191. queue_free()
  192. func _exit_scene():
  193. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  194. # Functions
  195. # =========
  196. func write_recording():
  197. var save = File.new()
  198. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  199. save.open(fname, File.WRITE)
  200. save.store_line(to_json(recording))
  201. save.close()
  202. # Quits the game:
  203. func quit():
  204. if "record" in player_info:
  205. write_recording()
  206. get_tree().quit()