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. # All heroes extend from here. Implements all common behavior
  3. extends RigidBody
  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. sync 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. onready var switch_text = get_node("MasterOnly/ChargeBar/ChargeText")
  17. onready var switch_bar = get_node("MasterOnly/ChargeBar")
  18. onready var switch_bar_extra = get_node("MasterOnly/ChargeBar/Extra")
  19. onready var switch_hero_action = get_node("MasterOnly/SwitchHero")
  20. var fall_height = -400 # This is essentially the respawn timer
  21. var switch_height = -150 # At this point, stop adding to switch_charge. This makes falls not charge you too much
  22. var debug_node
  23. var recording
  24. slave var slave_transform = Basis()
  25. slave var slave_lin_v = Vector3()
  26. slave var slave_ang_v = Vector3()
  27. var tp_camera = "TPCamera"
  28. var master_only = "MasterOnly"
  29. var master_player
  30. var friend_color = Color("#4ab0e5") # Blue
  31. var enemy_color = Color("#f04273") # Red
  32. var ai_instanced = false
  33. signal spawn
  34. var colored_meshes = [
  35. "Yaw/MainMesh",
  36. "Yaw/Pitch/RotatedHead",
  37. ]
  38. func _ready():
  39. set_process_input(true)
  40. debug_node = get_node("/root/Level/Debug")
  41. _set_color()
  42. if is_network_master():
  43. get_node("TPCamera/Camera/Ray").add_exception(self)
  44. get_node(tp_camera).set_enabled(true)
  45. get_node(tp_camera).cam_view_sensitivity = 0.05
  46. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  47. add_child(preload("res://scenes/ai.tscn").instance())
  48. ai_instanced = true
  49. spawn()
  50. else:
  51. get_node("PlayerName").set_text(player_info.username)
  52. # Remove HUD
  53. remove_child(get_node(master_only))
  54. func _input(event):
  55. if is_network_master():
  56. if Input.is_action_just_pressed("switch_hero"):
  57. switch_hero_interface()
  58. # Quit the game:
  59. if Input.is_action_pressed("quit"):
  60. quit()
  61. if "record" in player_info:
  62. recording.events.append([recording.time, event_to_obj(event)])
  63. if Input.is_action_just_pressed("enable_cheats"):
  64. switch_charge = 199
  65. func _process(delta):
  66. # All player code not caused by input, and not causing movement
  67. if is_network_master():
  68. var vel = get_linear_velocity()
  69. if translation.y < switch_height:
  70. vel.y = 0 # Don't gain charge from falling when below switch_height
  71. build_charge(movement_charge * vel.length() * delta)
  72. switch_text.set_text("%d%%" % int(switch_charge)) # We truncate, rather than round, so that switch is displayed AT 100%
  73. if switch_charge >= 100:
  74. switch_hero_action.show()
  75. else:
  76. switch_hero_action.hide()
  77. if switch_charge > switch_charge_cap:
  78. # There is however a cap
  79. switch_charge = switch_charge_cap
  80. switch_bar.value = switch_charge
  81. switch_bar_extra.value = switch_charge - 100
  82. if get_translation().y < fall_height:
  83. rpc("spawn")
  84. if "record" in player_info:
  85. recording.time += delta
  86. rset_unreliable("switch_charge", switch_charge)
  87. func _integrate_forces(state):
  88. if is_network_master():
  89. control_player(state)
  90. var status = get_status()
  91. rpc_unreliable("set_status", status)
  92. record_status(status)
  93. set_rotation()
  94. func _exit_tree():
  95. if "record" in player_info:
  96. write_recording()
  97. # Functions
  98. # =========
  99. # Build all charge with a multiplier for ~~balance~~
  100. func build_charge(amount):
  101. # If we used build_charge to cost charge, don't mess with it!
  102. if amount > 0:
  103. var losing_advantage = 1.2
  104. var uncapped_advantage = 1.3
  105. var obj = get_node("/root/Level/FullObjective/Objective")
  106. if (obj.left > obj.right) == player_info.is_right_team:
  107. # Is losing (left winning, we're on right or vice versa)
  108. amount *= losing_advantage
  109. if obj.right_active != player_info.is_right_team and obj.active:
  110. # Point against us (right active and left, or vice versa)
  111. amount *= uncapped_advantage
  112. switch_charge += amount
  113. sync func spawn():
  114. emit_signal("spawn")
  115. if "record" in player_info:
  116. write_recording() # Write each spawn as a separate recording
  117. var placement = Vector3()
  118. var x_varies = 5
  119. var z_varies = 5
  120. # No Z, because that's the left-right question
  121. if player_info.is_right_team:
  122. placement = get_node("/root/Level/RightSpawn").get_translation()
  123. else:
  124. placement = get_node("/root/Level/LeftSpawn").get_translation()
  125. # So we don't all spawn on top of each other
  126. placement.x += rand_range(0, x_varies)
  127. placement.z += rand_range(0, z_varies)
  128. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  129. recording.spawn = var2str(placement)
  130. recording.switch_charge = var2str(switch_charge)
  131. set_transform(Basis())
  132. set_translation(placement)
  133. set_linear_velocity(Vector3())
  134. get_node(tp_camera).cam_yaw = 0
  135. get_node(tp_camera).cam_pitch = 0
  136. func event_to_obj(event):
  137. var d = {}
  138. if event is InputEventMouseMotion:
  139. d.relative = {}
  140. d.relative.x = event.relative.x
  141. d.relative.y = event.relative.y
  142. d.type = "motion"
  143. if event is InputEventKey:
  144. d.scancode = event.scancode
  145. d.pressed = event.pressed
  146. d.echo = event.echo
  147. d.type = "key"
  148. if event is InputEventMouseButton:
  149. d.button_index = event.button_index
  150. d.pressed = event.pressed
  151. d.type = "mb"
  152. return d
  153. func begin():
  154. _set_color()
  155. func _set_color():
  156. master_player = util.get_master_player()
  157. # Set color to blue (teammate) or red (enemy)
  158. var color
  159. if master_player.player_info.is_right_team == player_info.is_right_team:
  160. color = friend_color
  161. else:
  162. color = enemy_color
  163. # We have a base MaterialSettings to use inheritance with heroes
  164. # Unfortunately we cannot do this with the actual meshes,
  165. # because godot decides if you change the mesh you wanted to change the material as well
  166. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  167. # We call .duplicate() so we can set this color without messing with other players' colors
  168. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  169. mat.albedo_color = color
  170. for mesh in colored_meshes:
  171. get_node(mesh).set_surface_material(0, mat)
  172. func toggle_mouse_capture():
  173. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  174. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  175. else:
  176. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  177. # Update visual yaw + pitch components to match camera
  178. func set_rotation():
  179. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  180. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  181. func record_status(status):
  182. if "record" in player_info:
  183. for i in range(status.size()):
  184. status[i] = var2str(status[i])
  185. recording.states.append([recording.time, status])
  186. slave func set_status(s):
  187. set_transform(s[0])
  188. set_linear_velocity(s[1])
  189. set_angular_velocity(s[2])
  190. get_node(tp_camera).cam_yaw = s[3]
  191. get_node(tp_camera).cam_pitch = s[4]
  192. func get_status():
  193. return [
  194. get_transform(),
  195. get_linear_velocity(),
  196. get_angular_velocity(),
  197. get_node(tp_camera).cam_yaw,
  198. get_node(tp_camera).cam_pitch,
  199. ]
  200. func control_player(state):
  201. var aim = get_node("Yaw").get_global_transform().basis
  202. var direction = Vector3()
  203. if Input.is_action_pressed("move_forwards"):
  204. direction -= aim[2]
  205. if Input.is_action_pressed("move_backwards"):
  206. direction += aim[2]
  207. if Input.is_action_pressed("move_left"):
  208. direction -= aim[0]
  209. if Input.is_action_pressed("move_right"):
  210. direction += aim[0]
  211. direction = direction.normalized()
  212. var ray = get_node("Ray")
  213. # Detect jumpable
  214. var jumpable = false
  215. var jump_dot = 0.5 # If normal.dot(up) > jump_dot, we can jump
  216. for i in range(state.get_contact_count()):
  217. var n = state.get_contact_local_normal(i)
  218. if n.dot(Vector3(0,1,0)) > jump_dot:
  219. jumpable = true
  220. if jumpable: # We can navigate normally, we have a surface
  221. var up = state.get_total_gravity().normalized()
  222. var normal = ray.get_collision_normal()
  223. var floor_velocity = Vector3()
  224. var object = ray.get_collider()
  225. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  226. state.apply_impulse(Vector3(), direction * accel * get_mass())
  227. var lin_v = state.get_linear_velocity()
  228. lin_v.x *= floor_friction
  229. lin_v.z *= floor_friction
  230. state.set_linear_velocity(lin_v)
  231. if Input.is_action_just_pressed("jump"):
  232. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  233. else:
  234. var accel = (1 + switch_charge * air_speed_build) * air_accel
  235. state.apply_impulse(Vector3(), direction * accel * get_mass())
  236. var lin_v = state.get_linear_velocity()
  237. lin_v.x *= air_friction
  238. lin_v.z *= air_friction
  239. state.set_linear_velocity(lin_v)
  240. state.integrate_forces()
  241. func switch_hero_interface():
  242. if switch_charge >= 100:
  243. # Interface needs the mouse!
  244. toggle_mouse_capture()
  245. # Pause so if we have walls and such nothing funny happens
  246. get_tree().set_pause(true)
  247. var interface = preload("res://scenes/hero_select.tscn").instance()
  248. add_child(interface)
  249. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  250. func switch_hero_master():
  251. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  252. # Remove the mouse and enable looking again
  253. toggle_mouse_capture()
  254. get_tree().set_pause(false)
  255. sync func switch_hero(hero):
  256. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  257. var net_id = int(get_name())
  258. set_name("%d-delete" % net_id) # Can't have duplicate names
  259. new_hero.set_name("%d" % net_id)
  260. new_hero.set_network_master(net_id)
  261. new_hero.player_info = player_info
  262. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  263. # We must wait until after _ready is called, so that we don't end up at spawn
  264. new_hero.call_deferred("set_status", get_status())
  265. queue_free()
  266. func write_recording():
  267. if recording and recording.events.size() > 0:
  268. var save = File.new()
  269. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  270. save.open(fname, File.WRITE)
  271. save.store_line(to_json(recording))
  272. save.close()
  273. # Quits the game:
  274. func quit():
  275. get_tree().quit()
  276. # These aren't used by vanilla player, but are used by heroes in common
  277. func pick():
  278. var look_ray = get_node("TPCamera/Camera/Ray")
  279. return look_ray.get_collider()
  280. func pick_from(group):
  281. return group.find(pick())
  282. func pick_player():
  283. var players = get_node("/root/Level/Players").get_children()
  284. return players[pick_from(players)]
  285. func pick_by_friendly(pick_friendlies):
  286. var pick = pick_player()
  287. if (pick.player_info.is_right_team == player_info.is_right_team) == pick_friendlies:
  288. return pick
  289. else:
  290. return null
  291. # =========