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