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. func _input(event):
  47. if is_network_master():
  48. if Input.is_action_just_pressed("switch_hero"):
  49. switch_hero_interface()
  50. # Quit the game:
  51. if Input.is_action_pressed("quit"):
  52. quit()
  53. if "record" in player_info:
  54. recording.events.append([recording.time, event_to_obj(event)])
  55. func _process(delta):
  56. # All player code not caused by input, and not causing movement
  57. if is_network_master():
  58. var vel = get_linear_velocity()
  59. switch_charge += movement_charge * vel.length() * delta
  60. var switch_node = get_node("MasterOnly/SwitchCharge")
  61. switch_node.set_text("%.f%%" % switch_charge)
  62. if switch_charge >= 100:
  63. # Let switch_charge keep building, because we use it for walk_speed and things
  64. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  65. if switch_charge > switch_charge_cap:
  66. # There is however a cap
  67. switch_charge = switch_charge_cap
  68. if get_translation().y < fall_height:
  69. rpc("spawn")
  70. if "record" in player_info:
  71. recording.time += delta
  72. func _integrate_forces(state):
  73. if is_network_master():
  74. control_player(state)
  75. var status = get_status()
  76. rpc_unreliable("set_status", status)
  77. record_status(status)
  78. set_rotation()
  79. func _exit_tree():
  80. if "record" in player_info:
  81. write_recording()
  82. # Functions
  83. # =========
  84. sync func spawn():
  85. emit_signal("spawn")
  86. if "record" in player_info:
  87. write_recording() # Write each spawn as a separate recording
  88. var placement = Vector3()
  89. var x_varies = 5
  90. var z_varies = 5
  91. # No Z, because that's the left-right question
  92. if player_info.is_right_team:
  93. placement = get_node("/root/Level/RightSpawn").get_translation()
  94. else:
  95. placement = get_node("/root/Level/LeftSpawn").get_translation()
  96. # So we don't all spawn on top of each other
  97. placement.x += rand_range(0, x_varies)
  98. placement.z += rand_range(0, z_varies)
  99. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  100. recording.spawn = var2str(placement)
  101. recording.switch_charge = var2str(switch_charge)
  102. set_transform(Basis())
  103. set_translation(placement)
  104. set_linear_velocity(Vector3())
  105. get_node(tp_camera).cam_yaw = 0
  106. get_node(tp_camera).cam_pitch = 0
  107. func event_to_obj(event):
  108. var d = {}
  109. if event is InputEventMouseMotion:
  110. d.relative = {}
  111. d.relative.x = event.relative.x
  112. d.relative.y = event.relative.y
  113. d.type = "motion"
  114. if event is InputEventKey:
  115. d.scancode = event.scancode
  116. d.pressed = event.pressed
  117. d.echo = event.echo
  118. d.type = "key"
  119. if event is InputEventMouseButton:
  120. d.button_index = event.button_index
  121. d.pressed = event.pressed
  122. d.type = "mb"
  123. return d
  124. func begin():
  125. master_player = get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
  126. # Set color to blue (teammate) or red (enemy)
  127. var color
  128. if master_player.player_info.is_right_team == player_info.is_right_team:
  129. color = friend_color
  130. else:
  131. color = enemy_color
  132. # We have a base MaterialSettings to use inheritance with heroes
  133. # Unfortunately we cannot do this with the actual meshes,
  134. # because godot decides if you change the mesh you wanted to change the material as well
  135. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  136. # We call .duplicate() so we can set this color without messing with other players' colors
  137. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  138. mat.albedo_color = color
  139. for mesh in colored_meshes:
  140. get_node(mesh).set_surface_material(0, mat)
  141. func toggle_mouse_capture():
  142. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  143. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  144. view_sensitivity = 0
  145. else:
  146. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  147. view_sensitivity = 0.25
  148. # Update visual yaw + pitch components to match camera
  149. func set_rotation():
  150. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  151. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  152. func record_status(status):
  153. if "record" in player_info:
  154. for i in range(status.size()):
  155. status[i] = var2str(status[i])
  156. recording.states.append([recording.time, status])
  157. slave func set_status(s):
  158. set_transform(s[0])
  159. set_linear_velocity(s[1])
  160. set_angular_velocity(s[2])
  161. get_node(tp_camera).cam_yaw = s[3]
  162. get_node(tp_camera).cam_pitch = s[4]
  163. func get_status():
  164. return [
  165. get_transform(),
  166. get_linear_velocity(),
  167. get_angular_velocity(),
  168. get_node(tp_camera).cam_yaw,
  169. get_node(tp_camera).cam_pitch,
  170. ]
  171. func control_player(state):
  172. var aim = get_node("Yaw").get_global_transform().basis
  173. var direction = Vector3()
  174. if Input.is_action_pressed("move_forwards"):
  175. direction -= aim[2]
  176. if Input.is_action_pressed("move_backwards"):
  177. direction += aim[2]
  178. if Input.is_action_pressed("move_left"):
  179. direction -= aim[0]
  180. if Input.is_action_pressed("move_right"):
  181. direction += aim[0]
  182. direction = direction.normalized()
  183. var ray = get_node("Ray")
  184. # Detect jumpable
  185. var jumpable = false
  186. var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
  187. for i in range(state.get_contact_count()):
  188. var n = state.get_contact_local_normal(i)
  189. if n.dot(Vector3(0,1,0)) > jump_dot:
  190. jumpable = true
  191. if jumpable: # We can navigate normally, we have a surface
  192. var up = state.get_total_gravity().normalized()
  193. var normal = ray.get_collision_normal()
  194. var floor_velocity = Vector3()
  195. var object = ray.get_collider()
  196. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  197. state.apply_impulse(Vector3(), direction * accel * get_mass())
  198. var lin_v = state.get_linear_velocity()
  199. lin_v.x *= floor_friction
  200. lin_v.z *= floor_friction
  201. state.set_linear_velocity(lin_v)
  202. if Input.is_action_just_pressed("jump"):
  203. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  204. else:
  205. var accel = (1 + switch_charge * air_speed_build) * air_accel
  206. state.apply_impulse(Vector3(), direction * accel * get_mass())
  207. var lin_v = state.get_linear_velocity()
  208. lin_v.x *= air_friction
  209. lin_v.z *= air_friction
  210. state.set_linear_velocity(lin_v)
  211. state.integrate_forces()
  212. func switch_hero_interface():
  213. if switch_charge >= 100:
  214. # Interface needs the mouse!
  215. toggle_mouse_capture()
  216. # Pause so if we have walls and such nothing funny happens
  217. get_tree().set_pause(true)
  218. var interface = preload("res://scenes/hero_select.tscn").instance()
  219. add_child(interface)
  220. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  221. func switch_hero_master():
  222. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  223. # Remove the mouse and enable looking again
  224. toggle_mouse_capture()
  225. get_tree().set_pause(false)
  226. sync func switch_hero(hero):
  227. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  228. var net_id = int(get_name())
  229. set_name("%d-delete" % net_id) # Can't have duplicate names
  230. new_hero.set_name("%d" % net_id)
  231. new_hero.set_network_master(net_id)
  232. new_hero.player_info = player_info
  233. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  234. # We must wait until after _ready is called, so that we don't end up at spawn
  235. new_hero.call_deferred("set_status", get_status())
  236. new_hero.call_deferred("begin")
  237. queue_free()
  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()
  248. # These aren't used by vanilla player, but are used by heroes in common
  249. func pick_from(group):
  250. var look_ray = get_node("TPCamera/Camera/Ray")
  251. var looking_at = look_ray.get_collider()
  252. var result = group.find(looking_at)
  253. return result
  254. # =========