A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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# Copyright (c) 2015 Calinou
# This source code form is governed by the MIT license.
# 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
const max_accel = 0.005
const air_accel = 0.02
var timer = 0
# Walking speed and jumping height are defined later.
var walk_speed
var jump_speed
var health = 100
var stamina = 10000
var ray_length = 10
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)
#set_physics_process(true)
get_node("Crosshair").set_text("+")
if is_network_master():
get_node("Yaw/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/Camera").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()
func _integrate_forces(state):
if is_network_master():
control_player(state)
rset_unreliable("slave_transform", get_transform())
rset_unreliable("slave_lin_v", get_linear_velocity())
rset_unreliable("slave_ang_v", get_angular_velocity())
else:
set_transform(slave_transform)
set_linear_velocity(slave_lin_v)
set_angular_velocity(slave_ang_v)
func control_player(state):
# Default walk speed:
walk_speed = 5
# Default jump height:
jump_speed = 3
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")
# Increase walk speed and jump height while running and decrement stamina:
if Input.is_action_pressed("run") and is_moving and ray.is_colliding():
walk_speed *= 1.4
jump_speed *= 1.2
print("---")
print(state.get_linear_velocity())
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()
if object is RigidBody or object is StaticBody:
var point = ray.get_collision_point() - object.get_translation()
var floor_angular_vel = Vector3()
if object is RigidBody:
floor_velocity = object.get_linear_velocity()
floor_angular_vel = object.get_angular_velocity()
elif object is StaticBody:
floor_velocity = object.get_constant_linear_velocity()
floor_angular_vel = object.get_constant_angular_velocity()
# Surely there should be a function to convert Euler angles to a 3x3 matrix
var tf = Basis(Vector3(1, 0, 0), floor_angular_vel.x)
tf = tf.rotated(Vector3(0, 1, 0), floor_angular_vel.y)
tf = tf.rotated(Vector3(0, 0, 1), floor_angular_vel.z)
floor_velocity += tf.xform_inv(point) - point
yaw = fmod(yaw + rad2deg(floor_angular_vel.y) * state.get_step(), 360)
get_node("Yaw").set_rotation(Vector3(0, deg2rad(yaw), 0))
print("isRB||isSB")
var diff = floor_velocity + direction * walk_speed - state.get_linear_velocity()
var vertdiff = aim[1] * diff.dot(aim[1])
print("VD: " + str(vertdiff))
diff -= vertdiff
diff = diff.normalized() * clamp(diff.length(), 0, max_accel / state.get_step())
diff += vertdiff
print("D: " + str(diff))
apply_impulse(Vector3(), diff * get_mass())
if Input.is_action_pressed("jump"):
apply_impulse(Vector3(), normal * jump_speed * get_mass())
else:
apply_impulse(Vector3(), direction * air_accel * get_mass())
print(get_translation())
print(state.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()