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. var fall_height = -400 # This is essentially the respawn timer
  20. var switch_height = -150 # At this point, stop adding to switch_charge. This makes falls not charge you too much
  21. var debug_node
  22. var recording
  23. slave var slave_transform = Basis()
  24. slave var slave_lin_v = Vector3()
  25. slave var slave_ang_v = Vector3()
  26. var tp_camera = "TPCamera"
  27. var master_only = "MasterOnly"
  28. var master_player
  29. var friend_color = Color("#4ab0e5") # Blue
  30. var enemy_color = Color("#f04273") # Red
  31. var ai_instanced = false
  32. signal spawn
  33. var colored_meshes = [
  34. "Yaw/MainMesh",
  35. "Yaw/Pitch/RotatedHead",
  36. ]
  37. func _ready():
  38. set_process_input(true)
  39. debug_node = get_node("/root/Level/Debug")
  40. if is_network_master():
  41. get_node("TPCamera/Camera/Ray").add_exception(self)
  42. get_node(tp_camera).set_enabled(true)
  43. spawn()
  44. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  45. add_child(preload("res://scenes/ai.tscn").instance())
  46. ai_instanced = true
  47. else:
  48. get_node("PlayerName").set_text(player_info.username)
  49. # Remove HUD
  50. remove_child(get_node(master_only))
  51. func _input(event):
  52. if is_network_master():
  53. if Input.is_action_just_pressed("switch_hero"):
  54. switch_hero_interface()
  55. # Quit the game:
  56. if Input.is_action_pressed("quit"):
  57. quit()
  58. if "record" in player_info:
  59. recording.events.append([recording.time, event_to_obj(event)])
  60. func _process(delta):
  61. # All player code not caused by input, and not causing movement
  62. if is_network_master():
  63. var vel = get_linear_velocity()
  64. if translation.y < switch_height:
  65. vel.y = 0 # Don't gain charge from falling when below switch_height
  66. switch_charge += movement_charge * vel.length() * delta
  67. switch_text.set_text("%d%%" % int(switch_charge)) # We truncate, rather than round, so that switch is displayed AT 100%
  68. if switch_charge >= 100:
  69. # Let switch_charge keep building, because we use it for walk_speed and things
  70. switch_text.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  71. if switch_charge > switch_charge_cap:
  72. # There is however a cap
  73. switch_charge = switch_charge_cap
  74. switch_bar.value = switch_charge
  75. switch_bar_extra.value = switch_charge - 100
  76. if get_translation().y < fall_height:
  77. rpc("spawn")
  78. if "record" in player_info:
  79. recording.time += delta
  80. rset_unreliable("switch_charge", switch_charge)
  81. func _integrate_forces(state):
  82. if is_network_master():
  83. control_player(state)
  84. var status = get_status()
  85. rpc_unreliable("set_status", status)
  86. record_status(status)
  87. set_rotation()
  88. func _exit_tree():
  89. if "record" in player_info:
  90. write_recording()
  91. # Functions
  92. # =========
  93. sync func spawn():
  94. emit_signal("spawn")
  95. if "record" in player_info:
  96. write_recording() # Write each spawn as a separate recording
  97. var placement = Vector3()
  98. var x_varies = 5
  99. var z_varies = 5
  100. # No Z, because that's the left-right question
  101. if player_info.is_right_team:
  102. placement = get_node("/root/Level/RightSpawn").get_translation()
  103. else:
  104. placement = get_node("/root/Level/LeftSpawn").get_translation()
  105. # So we don't all spawn on top of each other
  106. placement.x += rand_range(0, x_varies)
  107. placement.z += rand_range(0, z_varies)
  108. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  109. recording.spawn = var2str(placement)
  110. recording.switch_charge = var2str(switch_charge)
  111. set_transform(Basis())
  112. set_translation(placement)
  113. set_linear_velocity(Vector3())
  114. get_node(tp_camera).cam_yaw = 0
  115. get_node(tp_camera).cam_pitch = 0
  116. func event_to_obj(event):
  117. var d = {}
  118. if event is InputEventMouseMotion:
  119. d.relative = {}
  120. d.relative.x = event.relative.x
  121. d.relative.y = event.relative.y
  122. d.type = "motion"
  123. if event is InputEventKey:
  124. d.scancode = event.scancode
  125. d.pressed = event.pressed
  126. d.echo = event.echo
  127. d.type = "key"
  128. if event is InputEventMouseButton:
  129. d.button_index = event.button_index
  130. d.pressed = event.pressed
  131. d.type = "mb"
  132. return d
  133. func begin():
  134. master_player = util.get_master_player()
  135. # Set color to blue (teammate) or red (enemy)
  136. var color
  137. if master_player and master_player.player_info.is_right_team == player_info.is_right_team:
  138. color = friend_color
  139. else:
  140. color = enemy_color
  141. # We have a base MaterialSettings to use inheritance with heroes
  142. # Unfortunately we cannot do this with the actual meshes,
  143. # because godot decides if you change the mesh you wanted to change the material as well
  144. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  145. # We call .duplicate() so we can set this color without messing with other players' colors
  146. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  147. mat.albedo_color = color
  148. for mesh in colored_meshes:
  149. get_node(mesh).set_surface_material(0, mat)
  150. func toggle_mouse_capture():
  151. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  152. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  153. else:
  154. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  155. # Update visual yaw + pitch components to match camera
  156. func set_rotation():
  157. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  158. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  159. func record_status(status):
  160. if "record" in player_info:
  161. for i in range(status.size()):
  162. status[i] = var2str(status[i])
  163. recording.states.append([recording.time, status])
  164. slave func set_status(s):
  165. set_transform(s[0])
  166. set_linear_velocity(s[1])
  167. set_angular_velocity(s[2])
  168. get_node(tp_camera).cam_yaw = s[3]
  169. get_node(tp_camera).cam_pitch = s[4]
  170. func get_status():
  171. return [
  172. get_transform(),
  173. get_linear_velocity(),
  174. get_angular_velocity(),
  175. get_node(tp_camera).cam_yaw,
  176. get_node(tp_camera).cam_pitch,
  177. ]
  178. func control_player(state):
  179. var aim = get_node("Yaw").get_global_transform().basis
  180. var direction = Vector3()
  181. if Input.is_action_pressed("move_forwards"):
  182. direction -= aim[2]
  183. if Input.is_action_pressed("move_backwards"):
  184. direction += aim[2]
  185. if Input.is_action_pressed("move_left"):
  186. direction -= aim[0]
  187. if Input.is_action_pressed("move_right"):
  188. direction += aim[0]
  189. direction = direction.normalized()
  190. var ray = get_node("Ray")
  191. # Detect jumpable
  192. var jumpable = false
  193. var jump_dot = 0.5 # If normal.dot(up) > jump_dot, we can jump
  194. for i in range(state.get_contact_count()):
  195. var n = state.get_contact_local_normal(i)
  196. if n.dot(Vector3(0,1,0)) > jump_dot:
  197. jumpable = true
  198. if jumpable: # We can navigate normally, we have a surface
  199. var up = state.get_total_gravity().normalized()
  200. var normal = ray.get_collision_normal()
  201. var floor_velocity = Vector3()
  202. var object = ray.get_collider()
  203. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  204. state.apply_impulse(Vector3(), direction * accel * get_mass())
  205. var lin_v = state.get_linear_velocity()
  206. lin_v.x *= floor_friction
  207. lin_v.z *= floor_friction
  208. state.set_linear_velocity(lin_v)
  209. if Input.is_action_just_pressed("jump"):
  210. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  211. else:
  212. var accel = (1 + switch_charge * air_speed_build) * air_accel
  213. state.apply_impulse(Vector3(), direction * accel * get_mass())
  214. var lin_v = state.get_linear_velocity()
  215. lin_v.x *= air_friction
  216. lin_v.z *= air_friction
  217. state.set_linear_velocity(lin_v)
  218. state.integrate_forces()
  219. func switch_hero_interface():
  220. if switch_charge >= 100:
  221. # Interface needs the mouse!
  222. toggle_mouse_capture()
  223. # Pause so if we have walls and such nothing funny happens
  224. get_tree().set_pause(true)
  225. var interface = preload("res://scenes/hero_select.tscn").instance()
  226. add_child(interface)
  227. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  228. func switch_hero_master():
  229. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  230. # Remove the mouse and enable looking again
  231. toggle_mouse_capture()
  232. get_tree().set_pause(false)
  233. sync func switch_hero(hero):
  234. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  235. var net_id = int(get_name())
  236. set_name("%d-delete" % net_id) # Can't have duplicate names
  237. new_hero.set_name("%d" % net_id)
  238. new_hero.set_network_master(net_id)
  239. new_hero.player_info = player_info
  240. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  241. # We must wait until after _ready is called, so that we don't end up at spawn
  242. new_hero.call_deferred("set_status", get_status())
  243. new_hero.call_deferred("begin")
  244. queue_free()
  245. func write_recording():
  246. if recording and recording.events.size() > 0:
  247. var save = File.new()
  248. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  249. save.open(fname, File.WRITE)
  250. save.store_line(to_json(recording))
  251. save.close()
  252. # Quits the game:
  253. func quit():
  254. get_tree().quit()
  255. # These aren't used by vanilla player, but are used by heroes in common
  256. func pick():
  257. var look_ray = get_node("TPCamera/Camera/Ray")
  258. return look_ray.get_collider()
  259. func pick_from(group):
  260. return group.find(pick())
  261. func pick_player():
  262. var players = get_node("/root/Level/Players").get_children()
  263. return players[pick_from(players)]
  264. func pick_by_friendly(pick_friendlies):
  265. var pick = pick_player()
  266. if (pick.player_info.is_right_team == player_info.is_right_team) == pick_friendlies:
  267. return pick
  268. else:
  269. return null
  270. # =========