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- # Copyright (c) 2015 Calinou
- # This source code form is governed by the MIT license.
- # Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
-
- extends KinematicBody
-
- var view_sensitivity = 0.25
- var yaw = 0
- var pitch = 0
-
- var gravity = -.8
- var velocity = Vector3()
- slave var slave_tf = Basis()
- slave var slave_vel = Vector3()
-
- var timer = 0
-
- # Walking speed and jumping height are defined later.
- var walk_speed = 3
- var jump_speed = 15
- const air_accel = .5
-
- var weight = 1
- var health = 100
- var stamina = 10000
- var ray_length = 10
-
- var debug_node
-
-
- func _ready():
- set_process_input(true)
-
- # Capture mouse once game is started:
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-
- debug_node = get_node("/root/world/Debug")
-
- if is_network_master():
- get_node("Yaw/Camera").make_current()
-
- func _input(event):
- if is_network_master():
-
- if event is InputEventMouseMotion:
- yaw = fmod(yaw - event.relative.x * view_sensitivity, 360)
- pitch = max(min(pitch - event.relative.y * view_sensitivity, 85), -85)
- get_node("Yaw").set_rotation(Vector3(0, deg2rad(yaw), 0))
- get_node("Yaw/Camera").set_rotation(Vector3(deg2rad(pitch), 0, 0))
-
- # Toggle mouse capture:
- if Input.is_action_pressed("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
-
- # Quit the game:
- if Input.is_action_pressed("quit"):
- quit()
-
-
- func _physics_process(delta):
- if is_network_master():
- control_player(delta)
- rset_unreliable("slave_tf", get_transform())
- rset_unreliable("slave_vel", velocity)
- else:
- set_transform(slave_tf)
- move_and_slide(slave_vel)
-
- func control_player(delta):
-
- 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 friction
-
- if is_on_floor():
-
- friction = 1 - 0.16
- velocity.x *= friction
- velocity.z *= friction
- velocity.y = 0
- velocity += direction * walk_speed
-
- if Input.is_action_pressed("jump"):
- velocity.y += jump_speed
-
- else:
- friction = 1 - 0.01
- velocity.x *= friction
- velocity.z *= friction
- velocity.y += gravity
- velocity += direction * air_accel
-
- # Just for testing TODO
- if Input.is_action_pressed("jump"):
- velocity.y += jump_speed * 0.1
-
- debug_node.set_text("%8.f,%8.f,%8.f" % [velocity.x, velocity.y, velocity.z])
-
- velocity = move_and_slide(velocity, Vector3(0, 1, 0))
-
- for i in range(get_slide_count()):
- var collision = get_slide_collision(i)
- if collision.collider.is_in_group("objective"):
- collision.collider.apply_impulse(collision.position, Vector3(0, -weight, 0))
-
- func _exit_scene():
- Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
-
- # Functions
- # =========
-
- # Quits the game:
- func quit():
- get_tree().quit()
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