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