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 KinematicBody
var view_sensitivity = 0.25
var yaw = 0
var pitch = 0
var gravity = -.8
var velocity = Vector3()
slave var slave_tf = Basis()
slave var slave_vel = Vector3()
var timer = 0
# Walking speed and jumping height are defined later.
var walk_speed = 3
var jump_speed = 15
const air_accel = .5
var weight = 1
var health = 100
var stamina = 10000
var ray_length = 10
var debug_node
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/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 _physics_process(delta):
if is_network_master():
control_player(delta)
rset_unreliable("slave_tf", get_transform())
rset_unreliable("slave_vel", velocity)
else:
set_transform(slave_tf)
move_and_slide(slave_vel)
func control_player(delta):
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 friction
if is_on_floor():
friction = 1 - 0.16
velocity.x *= friction
velocity.z *= friction
velocity.y = 0
velocity += direction * walk_speed
if Input.is_action_pressed("jump"):
velocity.y += jump_speed
else:
friction = 1 - 0.01
velocity.x *= friction
velocity.z *= friction
velocity.y += gravity
velocity += direction * air_accel
# Just for testing TODO
if Input.is_action_pressed("jump"):
velocity.y += jump_speed * 0.1
debug_node.set_text("%8.f,%8.f,%8.f" % [velocity.x, velocity.y, velocity.z])
velocity = move_and_slide(velocity, Vector3(0, 1, 0))
for i in range(get_slide_count()):
var collision = get_slide_collision(i)
if collision.collider.is_in_group("objective"):
collision.collider.apply_impulse(collision.position, Vector3(0, -weight, 0))
func _exit_scene():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Functions
# =========
# Quits the game:
func quit():
get_tree().quit()