# 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 KinematicBody
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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 air_accel = 0.02
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var gravity = -1
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var tf = Basis()
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var velocity = Vector3()
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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 = 3
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var jump_speed = 15
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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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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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func _physics_process(delta):
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if is_network_master():
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control_player(delta)
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rset_unreliable("tf", get_transform())
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rset_unreliable("velocity", velocity)
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else:
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set_transform(tf)
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move_and_slide(velocity)
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func control_player(delta):
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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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var friction
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if is_on_floor():
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friction = 1 - 0.16
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velocity.x *= friction
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velocity.z *= friction
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velocity.y = 0
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velocity += direction * walk_speed
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if Input.is_action_pressed("jump"):
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velocity.y += jump_speed
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else:
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friction = 1 - 0.01
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velocity.x *= friction
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velocity.z *= friction
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velocity.y += gravity
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velocity += direction * air_accel
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move_and_slide(velocity, Vector3(0, 1, 0))
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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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