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_chare`
  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 = 0.15 # 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("#4abfe5") # Blue
  26. var enemy_color = Color("#f04273") # Red
  27. var ai_instanced = false
  28. func _ready():
  29. set_process_input(true)
  30. debug_node = get_node("/root/Level/Debug")
  31. if is_network_master():
  32. get_node(tp_camera).set_enabled(true)
  33. spawn()
  34. if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
  35. add_child(preload("res://scenes/ai.tscn").instance())
  36. ai_instanced = true
  37. else:
  38. get_node("PlayerName").set_text(player_info.username)
  39. # Remove HUD
  40. remove_child(get_node(master_only))
  41. sync func spawn():
  42. if "record" in player_info:
  43. write_recording() # Write each spawn as a separate recording
  44. var placement = Vector3()
  45. var x_varies = 5
  46. var z_varies = 5
  47. # No Z, because that's the left-right question
  48. if player_info.is_right_team:
  49. placement = get_node("/root/Level/RightSpawn").get_translation()
  50. else:
  51. placement = get_node("/root/Level/LeftSpawn").get_translation()
  52. # So we don't all spawn on top of each other
  53. placement.x += rand_range(0, x_varies)
  54. placement.z += rand_range(0, z_varies)
  55. recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
  56. recording.spawn = var2str(placement)
  57. recording.switch_charge = var2str(switch_charge)
  58. set_transform(Basis())
  59. set_translation(placement)
  60. set_linear_velocity(Vector3())
  61. func event_to_obj(event):
  62. var d = {}
  63. if event is InputEventMouseMotion:
  64. d.relative = {}
  65. d.relative.x = event.relative.x
  66. d.relative.y = event.relative.y
  67. d.type = "motion"
  68. if event is InputEventKey:
  69. d.scancode = event.scancode
  70. d.pressed = event.pressed
  71. d.echo = event.echo
  72. d.type = "key"
  73. if event is InputEventMouseButton:
  74. d.button_index = event.button_index
  75. d.pressed = event.pressed
  76. d.type = "mb"
  77. return d
  78. func _input(event):
  79. if is_network_master():
  80. if Input.is_action_just_pressed("switch_hero"):
  81. switch_hero_interface()
  82. # Quit the game:
  83. if Input.is_action_pressed("quit"):
  84. quit()
  85. if "record" in player_info:
  86. recording.events.append([recording.time, event_to_obj(event)])
  87. func begin():
  88. master_player = get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
  89. # Set color to blue (teammate) or red (enemy)
  90. var color
  91. if master_player.player_info.is_right_team == player_info.is_right_team:
  92. color = friend_color
  93. else:
  94. color = enemy_color
  95. # We have a base MaterialSettings to use inheritance with heroes
  96. # Unfortunately we cannot do this with the actual meshes,
  97. # because godot decides if you change the mesh you wanted to change the material as well
  98. # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
  99. # We call .duplicate() so we can set this color without messing with other players' colors
  100. var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
  101. mat.albedo_color = color
  102. get_node("Yaw/MainMesh").set_surface_material(0, mat)
  103. get_node("Yaw/Pitch/RotatedHead").set_surface_material(0, mat)
  104. func toggle_mouse_capture():
  105. if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
  106. Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
  107. view_sensitivity = 0
  108. else:
  109. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  110. view_sensitivity = 0.25
  111. # Update visual yaw + pitch components to match camera
  112. func set_rotation():
  113. get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
  114. get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
  115. func record_status(status):
  116. if "record" in player_info:
  117. for i in range(status.size()):
  118. status[i] = var2str(status[i])
  119. recording.states.append([recording.time, status])
  120. func _integrate_forces(state):
  121. if is_network_master():
  122. control_player(state)
  123. var status = get_status()
  124. rpc_unreliable("set_status", status)
  125. record_status(status)
  126. set_rotation()
  127. slave func set_status(s):
  128. set_transform(s[0])
  129. set_linear_velocity(s[1])
  130. set_angular_velocity(s[2])
  131. get_node(tp_camera).cam_yaw = s[3]
  132. get_node(tp_camera).cam_pitch = s[4]
  133. func get_status():
  134. return [
  135. get_transform(),
  136. get_linear_velocity(),
  137. get_angular_velocity(),
  138. get_node(tp_camera).cam_yaw,
  139. get_node(tp_camera).cam_pitch,
  140. ]
  141. func control_player(state):
  142. var aim = get_node("Yaw").get_global_transform().basis
  143. var direction = Vector3()
  144. if Input.is_action_pressed("move_forwards"):
  145. direction -= aim[2]
  146. if Input.is_action_pressed("move_backwards"):
  147. direction += aim[2]
  148. if Input.is_action_pressed("move_left"):
  149. direction -= aim[0]
  150. if Input.is_action_pressed("move_right"):
  151. direction += aim[0]
  152. direction = direction.normalized()
  153. var ray = get_node("Ray")
  154. # Detect jumpable
  155. var jumpable = false
  156. var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
  157. for i in range(state.get_contact_count()):
  158. var n = state.get_contact_local_normal(i)
  159. if n.dot(Vector3(0,1,0)) > jump_dot:
  160. jumpable = true
  161. if jumpable: # We can navigate normally, we have a surface
  162. var up = state.get_total_gravity().normalized()
  163. var normal = ray.get_collision_normal()
  164. var floor_velocity = Vector3()
  165. var object = ray.get_collider()
  166. var accel = (1 + switch_charge * walk_speed_build) * walk_speed
  167. state.apply_impulse(Vector3(), direction * accel * get_mass())
  168. var lin_v = state.get_linear_velocity()
  169. lin_v.x *= floor_friction
  170. lin_v.z *= floor_friction
  171. state.set_linear_velocity(lin_v)
  172. if Input.is_action_just_pressed("jump"):
  173. state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
  174. else:
  175. var accel = (1 + switch_charge * air_speed_build) * air_accel
  176. state.apply_impulse(Vector3(), direction * accel * get_mass())
  177. var lin_v = state.get_linear_velocity()
  178. lin_v.x *= air_friction
  179. lin_v.z *= air_friction
  180. state.set_linear_velocity(lin_v)
  181. state.integrate_forces()
  182. func _process(delta):
  183. # All player code not caused by input, and not causing movement
  184. if is_network_master():
  185. var vel = get_linear_velocity()
  186. switch_charge += movement_charge * vel.length() * delta
  187. var switch_node = get_node("MasterOnly/SwitchCharge")
  188. switch_node.set_text("%.f%%" % switch_charge)
  189. if switch_charge >= 100:
  190. # Let switch_charge keep building, because we use it for walk_speed and things
  191. switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
  192. if switch_charge > switch_charge_cap:
  193. # There is however a cap
  194. switch_charge = switch_charge_cap
  195. if get_translation().y < fall_height:
  196. rpc("spawn")
  197. if "record" in player_info:
  198. recording.time += delta
  199. func switch_hero_interface():
  200. if switch_charge >= 100:
  201. # Interface needs the mouse!
  202. toggle_mouse_capture()
  203. # Pause so if we have walls and such nothing funny happens
  204. get_tree().set_pause(true)
  205. var interface = preload("res://scenes/HeroSelect.tscn").instance()
  206. add_child(interface)
  207. interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
  208. func switch_hero_master():
  209. rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
  210. # Remove the mouse and enable looking again
  211. toggle_mouse_capture()
  212. get_tree().set_pause(false)
  213. sync func switch_hero(hero):
  214. var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
  215. var net_id = int(get_name())
  216. set_name("%d-delete" % net_id) # Can't have duplicate names
  217. new_hero.set_name("%d" % net_id)
  218. new_hero.set_network_master(net_id)
  219. new_hero.player_info = player_info
  220. get_node("/root/Level/Players").call_deferred("add_child", new_hero)
  221. # We must wait until after _ready is called, so that we don't end up at spawn
  222. new_hero.call_deferred("set_status", get_status())
  223. new_hero.call_deferred("begin")
  224. queue_free()
  225. func _exit_tree():
  226. if "record" in player_info:
  227. write_recording()
  228. # Functions
  229. # =========
  230. func write_recording():
  231. if recording and recording.events.size() > 0:
  232. var save = File.new()
  233. var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
  234. save.open(fname, File.WRITE)
  235. save.store_line(to_json(recording))
  236. save.close()
  237. # Quits the game:
  238. func quit():
  239. get_tree().quit()