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 = 5 # 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_charge`
  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 = 0.1 # In percent per meter (except when heroes change that)
  16. const fall_height = -50
  17. var debug_node
  18. var recording
  19. slave var slave_transform = Basis()
  20. slave var slave_lin_v = Vector3()
  21. slave var slave_ang_v = Vector3()
  22. var tp_camera = "TPCamera"
  23. var master_only = "MasterOnly"
  24. var master_player
  25. var friend_color = Color("#4ab0e5") # Blue
  26. var enemy_color = Color("#f04273") # Red
  27. var ai_instanced = false
  28. signal spawn
  29. var colored_meshes = [
  30. "Yaw/MainMesh",
  31. "Yaw/Pitch/RotatedHead",
  32. ]
  33. func _ready():
  34. set_process_input(true)
  35. debug_node = get_node("/root/Level/Debug")
  36. if is_network_master():
  37. get_node(tp_camera).set_enabled(true)
  38. spawn()
  39. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  40. add_child(preload("res://scenes/ai.tscn").instance())
  41. ai_instanced = true
  42. else:
  43. get_node("PlayerName").set_text(player_info.username)
  44. # Remove HUD
  45. remove_child(get_node(master_only))
  46. sync func spawn():
  47. emit_signal("spawn")
  48. if "record" in player_info:
  49. write_recording() # Write each spawn as a separate recording
  50. var placement = Vector3()
  51. var x_varies = 5
  52. var z_varies = 5
  53. # No Z, because that's the left-right question
  54. if player_info.is_right_team:
  55. placement = get_node("/root/Level/RightSpawn").get_translation()
  56. else:
  57. placement = get_node("/root/Level/LeftSpawn").get_translation()
  58. # So we don't all spawn on top of each other
  59. placement.x += rand_range(0, x_varies)
  60. placement.z += rand_range(0, z_varies)
  61. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  62. recording.spawn = var2str(placement)
  63. recording.switch_charge = var2str(switch_charge)
  64. set_transform(Basis())
  65. set_translation(placement)
  66. set_linear_velocity(Vector3())
  67. get_node(tp_camera).cam_yaw = 0
  68. get_node(tp_camera).cam_pitch = 0
  69. func event_to_obj(event):
  70. var d = {}
  71. if event is InputEventMouseMotion:
  72. d.relative = {}
  73. d.relative.x = event.relative.x
  74. d.relative.y = event.relative.y
  75. d.type = "motion"
  76. if event is InputEventKey:
  77. d.scancode = event.scancode
  78. d.pressed = event.pressed
  79. d.echo = event.echo
  80. d.type = "key"
  81. if event is InputEventMouseButton:
  82. d.button_index = event.button_index
  83. d.pressed = event.pressed
  84. d.type = "mb"
  85. return d
  86. func _input(event):
  87. if is_network_master():
  88. if Input.is_action_just_pressed("switch_hero"):
  89. switch_hero_interface()
  90. # Quit the game:
  91. if Input.is_action_pressed("quit"):
  92. quit()
  93. if "record" in player_info:
  94. recording.events.append([recording.time, event_to_obj(event)])
  95. func begin():
  96. master_player = get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
  97. # Set color to blue (teammate) or red (enemy)
  98. var color
  99. if master_player.player_info.is_right_team == player_info.is_right_team:
  100. color = friend_color
  101. else:
  102. color = enemy_color
  103. # We have a base MaterialSettings to use inheritance with heroes
  104. # Unfortunately we cannot do this with the actual meshes,
  105. # because godot decides if you change the mesh you wanted to change the material as well
  106. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  107. # We call .duplicate() so we can set this color without messing with other players' colors
  108. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  109. mat.albedo_color = color
  110. for mesh in colored_meshes:
  111. get_node(mesh).set_surface_material(0, mat)
  112. func toggle_mouse_capture():
  113. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  114. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  115. view_sensitivity = 0
  116. else:
  117. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  118. view_sensitivity = 0.25
  119. # Update visual yaw + pitch components to match camera
  120. func set_rotation():
  121. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  122. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  123. func record_status(status):
  124. if "record" in player_info:
  125. for i in range(status.size()):
  126. status[i] = var2str(status[i])
  127. recording.states.append([recording.time, status])
  128. func _integrate_forces(state):
  129. if is_network_master():
  130. control_player(state)
  131. var status = get_status()
  132. rpc_unreliable("set_status", status)
  133. record_status(status)
  134. set_rotation()
  135. slave func set_status(s):
  136. set_transform(s[0])
  137. set_linear_velocity(s[1])
  138. set_angular_velocity(s[2])
  139. get_node(tp_camera).cam_yaw = s[3]
  140. get_node(tp_camera).cam_pitch = s[4]
  141. func get_status():
  142. return [
  143. get_transform(),
  144. get_linear_velocity(),
  145. get_angular_velocity(),
  146. get_node(tp_camera).cam_yaw,
  147. get_node(tp_camera).cam_pitch,
  148. ]
  149. func control_player(state):
  150. var aim = get_node("Yaw").get_global_transform().basis
  151. var direction = Vector3()
  152. if Input.is_action_pressed("move_forwards"):
  153. direction -= aim[2]
  154. if Input.is_action_pressed("move_backwards"):
  155. direction += aim[2]
  156. if Input.is_action_pressed("move_left"):
  157. direction -= aim[0]
  158. if Input.is_action_pressed("move_right"):
  159. direction += aim[0]
  160. direction = direction.normalized()
  161. var ray = get_node("Ray")
  162. # Detect jumpable
  163. var jumpable = false
  164. var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
  165. for i in range(state.get_contact_count()):
  166. var n = state.get_contact_local_normal(i)
  167. if n.dot(Vector3(0,1,0)) > jump_dot:
  168. jumpable = true
  169. if jumpable: # We can navigate normally, we have a surface
  170. var up = state.get_total_gravity().normalized()
  171. var normal = ray.get_collision_normal()
  172. var floor_velocity = Vector3()
  173. var object = ray.get_collider()
  174. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  175. state.apply_impulse(Vector3(), direction * accel * get_mass())
  176. var lin_v = state.get_linear_velocity()
  177. lin_v.x *= floor_friction
  178. lin_v.z *= floor_friction
  179. state.set_linear_velocity(lin_v)
  180. if Input.is_action_just_pressed("jump"):
  181. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  182. else:
  183. var accel = (1 + switch_charge * air_speed_build) * air_accel
  184. state.apply_impulse(Vector3(), direction * accel * get_mass())
  185. var lin_v = state.get_linear_velocity()
  186. lin_v.x *= air_friction
  187. lin_v.z *= air_friction
  188. state.set_linear_velocity(lin_v)
  189. state.integrate_forces()
  190. func _process(delta):
  191. # All player code not caused by input, and not causing movement
  192. if is_network_master():
  193. var vel = get_linear_velocity()
  194. switch_charge += movement_charge * vel.length() * delta
  195. var switch_node = get_node("MasterOnly/SwitchCharge")
  196. switch_node.set_text("%.f%%" % switch_charge)
  197. if switch_charge >= 100:
  198. # Let switch_charge keep building, because we use it for walk_speed and things
  199. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  200. if switch_charge > switch_charge_cap:
  201. # There is however a cap
  202. switch_charge = switch_charge_cap
  203. if get_translation().y < fall_height:
  204. rpc("spawn")
  205. if "record" in player_info:
  206. recording.time += delta
  207. func switch_hero_interface():
  208. if switch_charge >= 100:
  209. # Interface needs the mouse!
  210. toggle_mouse_capture()
  211. # Pause so if we have walls and such nothing funny happens
  212. get_tree().set_pause(true)
  213. var interface = preload("res://scenes/hero_select.tscn").instance()
  214. add_child(interface)
  215. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  216. func switch_hero_master():
  217. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  218. # Remove the mouse and enable looking again
  219. toggle_mouse_capture()
  220. get_tree().set_pause(false)
  221. sync func switch_hero(hero):
  222. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  223. var net_id = int(get_name())
  224. set_name("%d-delete" % net_id) # Can't have duplicate names
  225. new_hero.set_name("%d" % net_id)
  226. new_hero.set_network_master(net_id)
  227. new_hero.player_info = player_info
  228. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  229. # We must wait until after _ready is called, so that we don't end up at spawn
  230. new_hero.call_deferred("set_status", get_status())
  231. new_hero.call_deferred("begin")
  232. queue_free()
  233. func _exit_tree():
  234. if "record" in player_info:
  235. write_recording()
  236. # Functions
  237. # =========
  238. func write_recording():
  239. if recording and recording.events.size() > 0:
  240. var save = File.new()
  241. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  242. save.open(fname, File.WRITE)
  243. save.store_line(to_json(recording))
  244. save.close()
  245. # Quits the game:
  246. func quit():
  247. get_tree().quit()