A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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# Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
extends RigidBody
var view_sensitivity = 0.25
# Walking speed and jumping height are defined later.
var walk_speed = 0.8 # Actually acceleration; m/s/s
var jump_speed = 1.5 # m/s
var air_accel = .1 # m/s/s
var floor_friction = 1-0.08
var air_friction = 1-0.03
var player_info # Set by lobby
var walk_speed_build = 0.006 # `walk_speed` per `switch_charge`
var air_speed_build = 0.006 # `air_accel` per `switch_chare`
var switch_charge = 0
var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
var movement_charge = 0.15 # In percent per meter (except when heroes change that)
const fall_height = -50
var debug_node
var recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
slave var slave_transform = Basis()
slave var slave_lin_v = Vector3()
slave var slave_ang_v = Vector3()
var tp_camera = "TPCamera"
var master_only = "MasterOnly"
var master_player
var ai_instanced = false
func _ready():
set_process_input(true)
debug_node = get_node("/root/Level/Debug")
if is_network_master():
get_node(tp_camera).set_enabled(true)
spawn()
if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
add_child(preload("res://scenes/ai.tscn").instance())
ai_instanced = true
else:
get_node("PlayerName").set_text(player_info.username)
# Remove HUD
remove_child(get_node(master_only))
func spawn():
var placement = Vector3()
var x_varies = 5
var z_varies = 5
# No Z, because that's the left-right question
if player_info.is_right_team:
placement = get_node("/root/Level/RightSpawn").get_translation()
else:
placement = get_node("/root/Level/LeftSpawn").get_translation()
# So we don't all spawn on top of each other
placement.x += rand_range(0, x_varies)
placement.z += rand_range(0, z_varies)
recording.spawn = var2str(placement)
set_transform(Basis())
set_translation(placement)
set_linear_velocity(Vector3())
func event_to_obj(event):
var d = {}
if event is InputEventMouseMotion:
d.relative = {}
d.relative.x = event.relative.x
d.relative.y = event.relative.y
d.type = "motion"
if event is InputEventKey:
d.scancode = event.scancode
d.pressed = event.pressed
d.echo = event.echo
d.type = "key"
if event is InputEventMouseButton:
d.button_index = event.button_index
d.pressed = event.pressed
d.type = "mb"
return d
func _input(event):
if is_network_master():
if Input.is_action_just_pressed("switch_hero"):
switch_hero_interface()
# Quit the game:
if Input.is_action_pressed("quit"):
quit()
if "record" in player_info:
recording.events.append([recording.time, event_to_obj(event)])
func begin():
master_player = get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
# Set color to blue (teammate) or red (enemy)
var color
if master_player.player_info.is_right_team == player_info.is_right_team:
color = Color("#073a98") # Blue for friendly
else:
color = Color("#62071a") # Red for enemy
var mat = SpatialMaterial.new()
mat.albedo_color = color
get_node("Yaw/MainMesh").set_surface_material(0, mat)
get_node("Yaw/Pitch/RotatedHead").set_surface_material(0, mat)
func 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
# Update visual yaw + pitch components to match camera
func set_rotation():
get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
func record_status(status):
if "record" in player_info:
for i in range(status.size()):
status[i] = var2str(status[i])
recording.states.append([recording.time, status])
func _integrate_forces(state):
if is_network_master():
control_player(state)
var status = get_status()
rpc_unreliable("set_status", status)
record_status(status)
set_rotation()
slave func set_status(s):
set_transform(s[0])
set_linear_velocity(s[1])
set_angular_velocity(s[2])
get_node(tp_camera).cam_yaw = s[3]
get_node(tp_camera).cam_pitch = s[4]
func get_status():
return [
get_transform(),
get_linear_velocity(),
get_angular_velocity(),
get_node(tp_camera).cam_yaw,
get_node(tp_camera).cam_pitch,
]
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 get_colliding_bodies(): # We can navigate normally, we have a surface
var up = state.get_total_gravity().normalized()
var normal = ray.get_collision_normal()
var floor_velocity = Vector3()
var object = ray.get_collider()
var accel = (1 + switch_charge * walk_speed_build) * walk_speed
state.apply_impulse(Vector3(), direction * accel * 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"):
# This may be kinda expensive but we only check while pressing jump so it's ok
# Detect jumpable
var jump_dot = 0.8 # If normal.dot(up) > jump_dot, we can jump
var jumpable = false
for i in range(state.get_contact_count()):
var n = state.get_contact_local_normal(0)
if n.dot(Vector3(0,1,0)) > jump_dot:
jumpable = true
if jumpable:
state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
else:
var accel = (1 + switch_charge * air_speed_build) * air_accel
state.apply_impulse(Vector3(), direction * 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)
state.integrate_forces()
func _process(delta):
# All player code not caused by input, and not causing movement
if is_network_master():
var vel = get_linear_velocity()
switch_charge += movement_charge * vel.length() * delta
var switch_node = get_node("MasterOnly/SwitchCharge")
switch_node.set_text("%.f%%" % switch_charge)
if switch_charge >= 100:
# Let switch_charge keep building, because we use it for walk_speed and things
switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
if switch_charge > switch_charge_cap:
# There is however a cap
switch_charge = switch_charge_cap
if get_translation().y < fall_height:
spawn()
switch_hero_interface()
if "record" in player_info:
recording.time += delta
func switch_hero_interface():
if switch_charge >= 100:
# Interface needs the mouse!
toggle_mouse_capture()
# Pause so if we have walls and such nothing funny happens
get_tree().set_pause(true)
var interface = preload("res://scenes/HeroSelect.tscn").instance()
add_child(interface)
interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
func switch_hero_master():
rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
# Remove the mouse and enable looking again
toggle_mouse_capture()
get_tree().set_pause(false)
sync func switch_hero(hero):
var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
var net_id = int(get_name())
set_name("%d-delete" % net_id) # Can't have duplicate names
new_hero.set_name("%d" % net_id)
new_hero.set_network_master(net_id)
new_hero.player_info = player_info
get_node("/root/Level/Players").call_deferred("add_child", new_hero)
# We must wait until after _ready is called, so that we don't end up at spawn
new_hero.call_deferred("set_status", get_status())
queue_free()
func _exit_scene():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _exit_tree():
if "record" in player_info:
write_recording()
# Functions
# =========
func write_recording():
var save = File.new()
var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
save.open(fname, File.WRITE)
save.store_line(to_json(recording))
save.close()
# Quits the game:
func quit():
get_tree().quit()