A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

322 lines
10 KiB

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