# Copyright (c) 2015 Calinou
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# This source code form is governed by the MIT license.
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# Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
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extends RigidBody
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var view_sensitivity = 0.25
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var yaw = 0
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var pitch = 0
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const max_accel = 0.005
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const air_accel = 0.02
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var timer = 0
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# Walking speed and jumping height are defined later.
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var walk_speed
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var jump_speed
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var health = 100
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var stamina = 10000
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var ray_length = 10
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slave var slave_transform = Basis()
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slave var slave_lin_v = Vector3()
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slave var slave_ang_v = Vector3()
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func _ready():
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set_process_input(true)
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# Capture mouse once game is started:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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#set_physics_process(true)
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get_node("Crosshair").set_text("+")
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if is_network_master():
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get_node("Yaw/Camera").make_current()
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func _input(event):
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if is_network_master():
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if event is InputEventMouseMotion:
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yaw = fmod(yaw - event.relative.x * view_sensitivity, 360)
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pitch = max(min(pitch - event.relative.y * view_sensitivity, 85), -85)
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get_node("Yaw").set_rotation(Vector3(0, deg2rad(yaw), 0))
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get_node("Yaw/Camera").set_rotation(Vector3(deg2rad(pitch), 0, 0))
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# Toggle mouse capture:
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if Input.is_action_pressed("toggle_mouse_capture"):
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if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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view_sensitivity = 0
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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view_sensitivity = 0.25
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# Quit the game:
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if Input.is_action_pressed("quit"):
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quit()
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master func _integrate_forces(state):
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control_player(state)
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rpc_unreliable("set_status", get_transform(), get_linear_velocity(), get_angular_velocity())
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slave func set_status(tf, lv, av):
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set_transform(tf)
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set_linear_velocity(lv)
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set_angular_velocity(av)
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func control_player(state):
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# Default walk speed:
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walk_speed = 5
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# Default jump height:
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jump_speed = 3
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var aim = get_node("Yaw").get_global_transform().basis
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var direction = Vector3()
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if Input.is_action_pressed("move_forwards"):
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direction -= aim[2]
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if Input.is_action_pressed("move_backwards"):
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direction += aim[2]
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if Input.is_action_pressed("move_left"):
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direction -= aim[0]
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if Input.is_action_pressed("move_right"):
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direction += aim[0]
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direction = direction.normalized()
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var ray = get_node("Ray")
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#print("---")
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if ray.is_colliding():
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var up = state.get_total_gravity().normalized()
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var normal = ray.get_collision_normal()
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var floor_velocity = Vector3()
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var object = ray.get_collider()
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if object is RigidBody or object is StaticBody:
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var point = ray.get_collision_point() - object.get_translation()
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var floor_angular_vel = Vector3()
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if object is RigidBody:
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floor_velocity = object.get_linear_velocity()
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floor_angular_vel = object.get_angular_velocity()
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elif object is StaticBody:
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floor_velocity = object.get_constant_linear_velocity()
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floor_angular_vel = object.get_constant_angular_velocity()
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# Surely there should be a function to convert Euler angles to a 3x3 matrix
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var tf = Basis(Vector3(1, 0, 0), floor_angular_vel.x)
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tf = tf.rotated(Vector3(0, 1, 0), floor_angular_vel.y)
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tf = tf.rotated(Vector3(0, 0, 1), floor_angular_vel.z)
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floor_velocity += tf.xform_inv(point) - point
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yaw = fmod(yaw + rad2deg(floor_angular_vel.y) * state.get_step(), 360)
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get_node("Yaw").set_rotation(Vector3(0, deg2rad(yaw), 0))
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print("isRB||isSB")
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var diff = floor_velocity + direction * walk_speed - state.get_linear_velocity()
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var vertdiff = aim[1] * diff.dot(aim[1])
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print("VD: " + str(vertdiff))
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diff -= vertdiff
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diff = diff.normalized() * clamp(diff.length(), 0, max_accel / state.get_step())
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diff += vertdiff
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print("D: " + str(diff))
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apply_impulse(Vector3(), diff * get_mass())
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if Input.is_action_pressed("jump"):
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apply_impulse(Vector3(), normal * jump_speed * get_mass())
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else:
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apply_impulse(Vector3(), direction * air_accel * get_mass())
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print(get_translation())
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print(state.get_linear_velocity())
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state.integrate_forces()
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func _exit_scene():
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# Functions
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# =========
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# Quits the game:
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func quit():
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get_tree().quit()
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