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