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- # Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
-
- extends RigidBody
-
- var view_sensitivity = 0.25
-
- # Walking speed and jumping height are defined later.
- var walk_speed = 0.8 # Actually acceleration; m/s/s
- var jump_speed = 1 # m/s
- var air_accel = .1 # m/s/s
- var floor_friction = 1-0.08
- var air_friction = 1-0.03
- var player_info # Set by lobby
-
- var walk_speed_build = 0.006 # `walk_speed` per `switch_charge`
- var air_speed_build = 0.006 # `air_accel` per `switch_chare`
-
- var switch_charge = 0
- var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
- var movement_charge = 0.15 # In percent per meter (except when heroes change that)
-
- const fall_height = -50
-
- var debug_node
- var recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
-
- slave var slave_transform = Basis()
- slave var slave_lin_v = Vector3()
- slave var slave_ang_v = Vector3()
-
- var tp_camera = "TPCamera"
- var master_only = "MasterOnly"
-
- func _ready():
-
- set_process_input(true)
- debug_node = get_node("/root/Level/Debug")
- if is_network_master():
- get_node(tp_camera).set_enabled(true)
- spawn()
- else:
- remove_child(get_node(master_only))
-
- func spawn():
- var placement = Vector3()
- var x_varies = 10
- var y_varies = 20
- # No Z, because that's the left-right question
- if player_info.is_right_team:
- placement = get_node("/root/Level/RightSpawn").get_translation()
- else:
- placement = get_node("/root/Level/LeftSpawn").get_translation()
- # So we don't all spawn on top of each other
- placement.x += rand_range(0, x_varies)
- placement.y += rand_range(0, y_varies)
- recording.spawn = var2str(placement)
- set_transform(Basis())
- set_translation(placement)
- set_linear_velocity(Vector3())
-
- func event_to_obj(event):
- var d = {}
- if event is InputEventMouseMotion:
- d.relative = {}
- d.relative.x = event.relative.x
- d.relative.y = event.relative.y
- d.type = "motion"
- if event is InputEventKey:
- d.scancode = event.scancode
- d.pressed = event.pressed
- d.type = "key"
- if event is InputEventMouseButton:
- d.button_index = event.button_index
- d.pressed = event.pressed
- d.type = "mb"
- return d
-
- func _input(event):
- if is_network_master():
- if Input.is_action_just_pressed("switch_hero"):
- switch_hero_interface()
- # Quit the game:
- if Input.is_action_pressed("quit"):
- quit()
- if "record" in player_info:
- recording.events.append([recording.time, event_to_obj(event)])
-
- func toggle_mouse_capture():
- if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
- Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
- view_sensitivity = 0
- else:
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
- view_sensitivity = 0.25
-
- # Update visual yaw + pitch components to match camera
- func set_rotation():
- get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
- get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
-
- func record_status(status):
- if "record" in player_info:
- for i in range(status.size()):
- status[i] = var2str(status[i])
- recording.states.append([recording.time, status])
-
- func _integrate_forces(state):
- if is_network_master():
- control_player(state)
- var status = get_status()
- rpc_unreliable("set_status", status)
- record_status(status)
- set_rotation()
-
- slave func set_status(s):
- set_transform(s[0])
- set_linear_velocity(s[1])
- set_angular_velocity(s[2])
- get_node(tp_camera).cam_yaw = s[3]
- get_node(tp_camera).cam_pitch = s[4]
-
- func get_status():
- return [
- get_transform(),
- get_linear_velocity(),
- get_angular_velocity(),
- get_node(tp_camera).cam_yaw,
- get_node(tp_camera).cam_pitch,
- ]
-
- func control_player(state):
-
- var aim = get_node("Yaw").get_global_transform().basis
-
- var direction = Vector3()
-
- if Input.is_action_pressed("move_forwards"):
- direction -= aim[2]
- if Input.is_action_pressed("move_backwards"):
- direction += aim[2]
- if Input.is_action_pressed("move_left"):
- direction -= aim[0]
- if Input.is_action_pressed("move_right"):
- direction += aim[0]
-
- direction = direction.normalized()
- var ray = get_node("Ray")
-
- if ray.is_colliding():
- var up = state.get_total_gravity().normalized()
- var normal = ray.get_collision_normal()
- var floor_velocity = Vector3()
- var object = ray.get_collider()
-
- var accel = (1 + switch_charge * walk_speed_build) * walk_speed
- state.apply_impulse(Vector3(), direction * accel * get_mass())
- var lin_v = state.get_linear_velocity()
- lin_v.x *= floor_friction
- lin_v.z *= floor_friction
- state.set_linear_velocity(lin_v)
-
- if Input.is_action_pressed("jump"):
- state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
-
- else:
- var accel = (1 + switch_charge * air_speed_build) * air_accel
- state.apply_impulse(Vector3(), direction * accel * get_mass())
- var lin_v = state.get_linear_velocity()
- lin_v.x *= air_friction
- lin_v.z *= air_friction
- state.set_linear_velocity(lin_v)
-
- state.integrate_forces()
-
- func _process(delta):
- # All player code not caused by input, and not causing movement
- if is_network_master():
- var vel = get_linear_velocity()
- switch_charge += movement_charge * vel.length() * delta
- var switch_node = get_node("MasterOnly/SwitchCharge")
- switch_node.set_text("%.f%%" % switch_charge)
- if switch_charge >= 100:
- # Let switch_charge keep building, because we use it for walk_speed and things
- switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
- if switch_charge > switch_charge_cap:
- # There is however a cap
- switch_charge = switch_charge_cap
-
- if get_translation().y < fall_height:
- spawn()
- switch_hero_interface()
-
- if "record" in player_info:
- recording.time += delta
-
- func switch_hero_interface():
- # Interface needs the mouse!
- toggle_mouse_capture()
- # Pause so if we have walls and such nothing funny happens
- get_tree().set_pause(true)
- var interface = preload("res://scenes/HeroSelect.tscn").instance()
- add_child(interface)
- interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
-
- func switch_hero_master():
- rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
- # Remove the mouse and enable looking again
- toggle_mouse_capture()
- get_tree().set_pause(false)
-
- sync func switch_hero(hero):
- var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
- var net_id = int(get_name())
- set_name("%d-delete" % net_id) # Can't have duplicate names
- new_hero.set_name("%d" % net_id)
- new_hero.set_network_master(net_id)
- new_hero.player_info = player_info
- get_node("/root/Level/Players").call_deferred("add_child", new_hero)
- # We must wait until after _ready is called, so that we don't end up at spawn
- new_hero.call_deferred("set_status", get_status())
- queue_free()
-
- func _exit_scene():
- Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
-
- func _exit_tree():
- if "record" in player_info:
- write_recording()
-
- # Functions
- # =========
-
- func write_recording():
- var save = File.new()
- var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
- save.open(fname, File.WRITE)
- save.store_line(to_json(recording))
- save.close()
-
- # Quits the game:
- func quit():
- if "record" in player_info:
- write_recording()
- get_tree().quit()
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