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 = 1.5 # 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_chare`
  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 = 0.15 # In percent per meter (except when heroes change that)
  16. const fall_height = -50
  17. var debug_node
  18. var recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  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 ai_instanced = false
  26. func _ready():
  27. set_process_input(true)
  28. debug_node = get_node("/root/Level/Debug")
  29. if is_network_master():
  30. get_node(tp_camera).set_enabled(true)
  31. spawn()
  32. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  33. add_child(preload("res://scenes/ai.tscn").instance())
  34. ai_instanced = true
  35. else:
  36. # Remove HUD
  37. remove_child(get_node(master_only))
  38. func spawn():
  39. var placement = Vector3()
  40. var x_varies = 5
  41. var z_varies = 5
  42. # No Z, because that's the left-right question
  43. if player_info.is_right_team:
  44. placement = get_node("/root/Level/RightSpawn").get_translation()
  45. else:
  46. placement = get_node("/root/Level/LeftSpawn").get_translation()
  47. # So we don't all spawn on top of each other
  48. placement.x += rand_range(0, x_varies)
  49. placement.z += rand_range(0, z_varies)
  50. recording.spawn = var2str(placement)
  51. set_transform(Basis())
  52. set_translation(placement)
  53. set_linear_velocity(Vector3())
  54. func event_to_obj(event):
  55. var d = {}
  56. if event is InputEventMouseMotion:
  57. d.relative = {}
  58. d.relative.x = event.relative.x
  59. d.relative.y = event.relative.y
  60. d.type = "motion"
  61. if event is InputEventKey:
  62. d.scancode = event.scancode
  63. d.pressed = event.pressed
  64. d.echo = event.echo
  65. d.type = "key"
  66. if event is InputEventMouseButton:
  67. d.button_index = event.button_index
  68. d.pressed = event.pressed
  69. d.type = "mb"
  70. return d
  71. func _input(event):
  72. if is_network_master():
  73. if Input.is_action_just_pressed("switch_hero"):
  74. switch_hero_interface()
  75. # Quit the game:
  76. if Input.is_action_pressed("quit"):
  77. quit()
  78. if "record" in player_info:
  79. recording.events.append([recording.time, event_to_obj(event)])
  80. func begin():
  81. master_player = get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
  82. # Set color to blue (teammate) or red (enemy)
  83. var color
  84. if master_player.player_info.is_right_team == player_info.is_right_team:
  85. color = Color(0,0,1) # Blue for friendly
  86. else:
  87. color = Color(1,0,0) # Red for enemy
  88. var mesh = get_node("MainMesh")
  89. var mat = SpatialMaterial.new()
  90. mat.albedo_color = color
  91. mesh.set_surface_material(0, mat)
  92. func toggle_mouse_capture():
  93. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  94. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  95. view_sensitivity = 0
  96. else:
  97. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  98. view_sensitivity = 0.25
  99. # Update visual yaw + pitch components to match camera
  100. func set_rotation():
  101. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  102. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  103. func record_status(status):
  104. if "record" in player_info:
  105. for i in range(status.size()):
  106. status[i] = var2str(status[i])
  107. recording.states.append([recording.time, status])
  108. func _integrate_forces(state):
  109. if is_network_master():
  110. control_player(state)
  111. var status = get_status()
  112. rpc_unreliable("set_status", status)
  113. record_status(status)
  114. set_rotation()
  115. slave func set_status(s):
  116. set_transform(s[0])
  117. set_linear_velocity(s[1])
  118. set_angular_velocity(s[2])
  119. get_node(tp_camera).cam_yaw = s[3]
  120. get_node(tp_camera).cam_pitch = s[4]
  121. func get_status():
  122. return [
  123. get_transform(),
  124. get_linear_velocity(),
  125. get_angular_velocity(),
  126. get_node(tp_camera).cam_yaw,
  127. get_node(tp_camera).cam_pitch,
  128. ]
  129. func control_player(state):
  130. var aim = get_node("Yaw").get_global_transform().basis
  131. var direction = Vector3()
  132. if Input.is_action_pressed("move_forwards"):
  133. direction -= aim[2]
  134. if Input.is_action_pressed("move_backwards"):
  135. direction += aim[2]
  136. if Input.is_action_pressed("move_left"):
  137. direction -= aim[0]
  138. if Input.is_action_pressed("move_right"):
  139. direction += aim[0]
  140. direction = direction.normalized()
  141. var ray = get_node("Ray")
  142. if get_colliding_bodies(): # We can navigate normally, we have a surface
  143. var up = state.get_total_gravity().normalized()
  144. var normal = ray.get_collision_normal()
  145. var floor_velocity = Vector3()
  146. var object = ray.get_collider()
  147. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  148. state.apply_impulse(Vector3(), direction * accel * get_mass())
  149. var lin_v = state.get_linear_velocity()
  150. lin_v.x *= floor_friction
  151. lin_v.z *= floor_friction
  152. state.set_linear_velocity(lin_v)
  153. if Input.is_action_pressed("jump"):
  154. # This may be kinda expensive but we only check while pressing jump so it's ok
  155. # Detect jumpable
  156. var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
  157. var jumpable = false
  158. for i in range(state.get_contact_count()):
  159. var n = state.get_contact_local_normal(0)
  160. if n.dot(Vector3(0,1,0)) > jump_dot:
  161. jumpable = true
  162. if jumpable:
  163. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  164. else:
  165. var accel = (1 + switch_charge * air_speed_build) * air_accel
  166. state.apply_impulse(Vector3(), direction * accel * get_mass())
  167. var lin_v = state.get_linear_velocity()
  168. lin_v.x *= air_friction
  169. lin_v.z *= air_friction
  170. state.set_linear_velocity(lin_v)
  171. state.integrate_forces()
  172. func _process(delta):
  173. # All player code not caused by input, and not causing movement
  174. if is_network_master():
  175. var vel = get_linear_velocity()
  176. switch_charge += movement_charge * vel.length() * delta
  177. var switch_node = get_node("MasterOnly/SwitchCharge")
  178. switch_node.set_text("%.f%%" % switch_charge)
  179. if switch_charge >= 100:
  180. # Let switch_charge keep building, because we use it for walk_speed and things
  181. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  182. if switch_charge > switch_charge_cap:
  183. # There is however a cap
  184. switch_charge = switch_charge_cap
  185. if get_translation().y < fall_height:
  186. spawn()
  187. switch_hero_interface()
  188. if "record" in player_info:
  189. recording.time += delta
  190. func switch_hero_interface():
  191. if switch_charge >= 100:
  192. # Interface needs the mouse!
  193. toggle_mouse_capture()
  194. # Pause so if we have walls and such nothing funny happens
  195. get_tree().set_pause(true)
  196. var interface = preload("res://scenes/HeroSelect.tscn").instance()
  197. add_child(interface)
  198. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  199. func switch_hero_master():
  200. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  201. # Remove the mouse and enable looking again
  202. toggle_mouse_capture()
  203. get_tree().set_pause(false)
  204. sync func switch_hero(hero):
  205. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  206. var net_id = int(get_name())
  207. set_name("%d-delete" % net_id) # Can't have duplicate names
  208. new_hero.set_name("%d" % net_id)
  209. new_hero.set_network_master(net_id)
  210. new_hero.player_info = player_info
  211. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  212. # We must wait until after _ready is called, so that we don't end up at spawn
  213. new_hero.call_deferred("set_status", get_status())
  214. queue_free()
  215. func _exit_scene():
  216. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  217. func _exit_tree():
  218. if "record" in player_info:
  219. write_recording()
  220. # Functions
  221. # =========
  222. func write_recording():
  223. var save = File.new()
  224. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  225. save.open(fname, File.WRITE)
  226. save.store_line(to_json(recording))
  227. save.close()
  228. # Quits the game:
  229. func quit():
  230. get_tree().quit()