A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

122 lines
3.0 KiB

# Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
extends RigidBody
var view_sensitivity = 0.25
var yaw = 0
var pitch = 0
var timer = 0
# Walking speed and jumping height are defined later.
var walk_speed = 2
var jump_speed = 3
const air_accel = .6
var floor_friction = 0.92
var air_friction = 0.98
var health = 100
var stamina = 10000
var debug_node
slave var slave_transform = Basis()
slave var slave_lin_v = Vector3()
slave var slave_ang_v = Vector3()
func _ready():
set_process_input(true)
# Capture mouse once game is started:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
debug_node = get_node("/root/world/Debug")
if is_network_master():
get_node("Yaw/Pitch/Camera").make_current()
func _input(event):
if is_network_master():
if event is InputEventMouseMotion:
yaw = fmod(yaw - event.relative.x * view_sensitivity, 360)
pitch = max(min(pitch - event.relative.y * view_sensitivity, 85), -85)
get_node("Yaw").set_rotation(Vector3(0, deg2rad(yaw), 0))
get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(pitch), 0, 0))
# Toggle mouse capture:
if Input.is_action_pressed("toggle_mouse_capture"):
if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
view_sensitivity = 0
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
view_sensitivity = 0.25
# Quit the game:
if Input.is_action_pressed("quit"):
quit()
master func _integrate_forces(state):
control_player(state)
rpc_unreliable("set_status", get_transform(), get_linear_velocity(), get_angular_velocity())
slave func set_status(tf, lv, av):
set_transform(tf)
set_linear_velocity(lv)
set_angular_velocity(av)
func control_player(state):
var aim = get_node("Yaw").get_global_transform().basis
var direction = Vector3()
if Input.is_action_pressed("move_forwards"):
direction -= aim[2]
if Input.is_action_pressed("move_backwards"):
direction += aim[2]
if Input.is_action_pressed("move_left"):
direction -= aim[0]
if Input.is_action_pressed("move_right"):
direction += aim[0]
direction = direction.normalized()
var ray = get_node("Ray")
if ray.is_colliding():
var up = state.get_total_gravity().normalized()
var normal = ray.get_collision_normal()
var floor_velocity = Vector3()
var object = ray.get_collider()
state.apply_impulse(Vector3(), direction * walk_speed * get_mass())
var lin_v = state.get_linear_velocity()
lin_v.x *= floor_friction
lin_v.z *= floor_friction
state.set_linear_velocity(lin_v)
if Input.is_action_pressed("jump"):
state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
else:
state.apply_impulse(Vector3(), direction * air_accel * get_mass())
var lin_v = state.get_linear_velocity()
lin_v.x *= air_friction
lin_v.z *= air_friction
state.set_linear_velocity(lin_v)
var vel = get_linear_velocity()
state.integrate_forces()
func _exit_scene():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Functions
# =========
# Quits the game:
func quit():
get_tree().quit()