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("TPCamera/Camera/Ray").add_exception(self)
  38. get_node(tp_camera).set_enabled(true)
  39. spawn()
  40. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  41. add_child(preload("res://scenes/ai.tscn").instance())
  42. ai_instanced = true
  43. else:
  44. get_node("PlayerName").set_text(player_info.username)
  45. # Remove HUD
  46. remove_child(get_node(master_only))
  47. func _input(event):
  48. if is_network_master():
  49. if Input.is_action_just_pressed("switch_hero"):
  50. switch_hero_interface()
  51. # Quit the game:
  52. if Input.is_action_pressed("quit"):
  53. quit()
  54. if "record" in player_info:
  55. recording.events.append([recording.time, event_to_obj(event)])
  56. func _process(delta):
  57. # All player code not caused by input, and not causing movement
  58. if is_network_master():
  59. var vel = get_linear_velocity()
  60. switch_charge += movement_charge * vel.length() * delta
  61. var switch_node = get_node("MasterOnly/SwitchCharge")
  62. switch_node.set_text("%.f%%" % switch_charge)
  63. if switch_charge >= 100:
  64. # Let switch_charge keep building, because we use it for walk_speed and things
  65. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  66. if switch_charge > switch_charge_cap:
  67. # There is however a cap
  68. switch_charge = switch_charge_cap
  69. if get_translation().y < fall_height:
  70. rpc("spawn")
  71. if "record" in player_info:
  72. recording.time += delta
  73. func _integrate_forces(state):
  74. if is_network_master():
  75. control_player(state)
  76. var status = get_status()
  77. rpc_unreliable("set_status", status)
  78. record_status(status)
  79. set_rotation()
  80. func _exit_tree():
  81. if "record" in player_info:
  82. write_recording()
  83. # Functions
  84. # =========
  85. sync func spawn():
  86. emit_signal("spawn")
  87. if "record" in player_info:
  88. write_recording() # Write each spawn as a separate recording
  89. var placement = Vector3()
  90. var x_varies = 5
  91. var z_varies = 5
  92. # No Z, because that's the left-right question
  93. if player_info.is_right_team:
  94. placement = get_node("/root/Level/RightSpawn").get_translation()
  95. else:
  96. placement = get_node("/root/Level/LeftSpawn").get_translation()
  97. # So we don't all spawn on top of each other
  98. placement.x += rand_range(0, x_varies)
  99. placement.z += rand_range(0, z_varies)
  100. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  101. recording.spawn = var2str(placement)
  102. recording.switch_charge = var2str(switch_charge)
  103. set_transform(Basis())
  104. set_translation(placement)
  105. set_linear_velocity(Vector3())
  106. get_node(tp_camera).cam_yaw = 0
  107. get_node(tp_camera).cam_pitch = 0
  108. func event_to_obj(event):
  109. var d = {}
  110. if event is InputEventMouseMotion:
  111. d.relative = {}
  112. d.relative.x = event.relative.x
  113. d.relative.y = event.relative.y
  114. d.type = "motion"
  115. if event is InputEventKey:
  116. d.scancode = event.scancode
  117. d.pressed = event.pressed
  118. d.echo = event.echo
  119. d.type = "key"
  120. if event is InputEventMouseButton:
  121. d.button_index = event.button_index
  122. d.pressed = event.pressed
  123. d.type = "mb"
  124. return d
  125. func begin():
  126. master_player = util.get_master_player()
  127. # Set color to blue (teammate) or red (enemy)
  128. var color
  129. if master_player.player_info.is_right_team == player_info.is_right_team:
  130. color = friend_color
  131. else:
  132. color = enemy_color
  133. # We have a base MaterialSettings to use inheritance with heroes
  134. # Unfortunately we cannot do this with the actual meshes,
  135. # because godot decides if you change the mesh you wanted to change the material as well
  136. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  137. # We call .duplicate() so we can set this color without messing with other players' colors
  138. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  139. mat.albedo_color = color
  140. for mesh in colored_meshes:
  141. get_node(mesh).set_surface_material(0, mat)
  142. func toggle_mouse_capture():
  143. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  144. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  145. view_sensitivity = 0
  146. else:
  147. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  148. view_sensitivity = 0.25
  149. # Update visual yaw + pitch components to match camera
  150. func set_rotation():
  151. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  152. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  153. func record_status(status):
  154. if "record" in player_info:
  155. for i in range(status.size()):
  156. status[i] = var2str(status[i])
  157. recording.states.append([recording.time, status])
  158. slave func set_status(s):
  159. set_transform(s[0])
  160. set_linear_velocity(s[1])
  161. set_angular_velocity(s[2])
  162. get_node(tp_camera).cam_yaw = s[3]
  163. get_node(tp_camera).cam_pitch = s[4]
  164. func get_status():
  165. return [
  166. get_transform(),
  167. get_linear_velocity(),
  168. get_angular_velocity(),
  169. get_node(tp_camera).cam_yaw,
  170. get_node(tp_camera).cam_pitch,
  171. ]
  172. func control_player(state):
  173. var aim = get_node("Yaw").get_global_transform().basis
  174. var direction = Vector3()
  175. if Input.is_action_pressed("move_forwards"):
  176. direction -= aim[2]
  177. if Input.is_action_pressed("move_backwards"):
  178. direction += aim[2]
  179. if Input.is_action_pressed("move_left"):
  180. direction -= aim[0]
  181. if Input.is_action_pressed("move_right"):
  182. direction += aim[0]
  183. direction = direction.normalized()
  184. var ray = get_node("Ray")
  185. # Detect jumpable
  186. var jumpable = false
  187. var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
  188. for i in range(state.get_contact_count()):
  189. var n = state.get_contact_local_normal(i)
  190. if n.dot(Vector3(0,1,0)) > jump_dot:
  191. jumpable = true
  192. if jumpable: # We can navigate normally, we have a surface
  193. var up = state.get_total_gravity().normalized()
  194. var normal = ray.get_collision_normal()
  195. var floor_velocity = Vector3()
  196. var object = ray.get_collider()
  197. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  198. state.apply_impulse(Vector3(), direction * accel * get_mass())
  199. var lin_v = state.get_linear_velocity()
  200. lin_v.x *= floor_friction
  201. lin_v.z *= floor_friction
  202. state.set_linear_velocity(lin_v)
  203. if Input.is_action_just_pressed("jump"):
  204. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  205. else:
  206. var accel = (1 + switch_charge * air_speed_build) * air_accel
  207. state.apply_impulse(Vector3(), direction * accel * get_mass())
  208. var lin_v = state.get_linear_velocity()
  209. lin_v.x *= air_friction
  210. lin_v.z *= air_friction
  211. state.set_linear_velocity(lin_v)
  212. state.integrate_forces()
  213. func switch_hero_interface():
  214. if switch_charge >= 100:
  215. # Interface needs the mouse!
  216. toggle_mouse_capture()
  217. # Pause so if we have walls and such nothing funny happens
  218. get_tree().set_pause(true)
  219. var interface = preload("res://scenes/hero_select.tscn").instance()
  220. add_child(interface)
  221. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  222. func switch_hero_master():
  223. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  224. # Remove the mouse and enable looking again
  225. toggle_mouse_capture()
  226. get_tree().set_pause(false)
  227. sync func switch_hero(hero):
  228. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  229. var net_id = int(get_name())
  230. set_name("%d-delete" % net_id) # Can't have duplicate names
  231. new_hero.set_name("%d" % net_id)
  232. new_hero.set_network_master(net_id)
  233. new_hero.player_info = player_info
  234. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  235. # We must wait until after _ready is called, so that we don't end up at spawn
  236. new_hero.call_deferred("set_status", get_status())
  237. new_hero.call_deferred("begin")
  238. queue_free()
  239. func write_recording():
  240. if recording and recording.events.size() > 0:
  241. var save = File.new()
  242. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  243. save.open(fname, File.WRITE)
  244. save.store_line(to_json(recording))
  245. save.close()
  246. # Quits the game:
  247. func quit():
  248. get_tree().quit()
  249. # These aren't used by vanilla player, but are used by heroes in common
  250. func pick_from(group):
  251. var look_ray = get_node("TPCamera/Camera/Ray")
  252. var looking_at = look_ray.get_collider()
  253. var result = group.find(looking_at)
  254. return result
  255. # =========