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| author | Anson Bridges <bridges.anson@gmail.com> | 2022-09-07 14:16:17 -0400 |
|---|---|---|
| committer | Anson Bridges <bridges.anson@gmail.com> | 2022-09-07 14:16:17 -0400 |
| commit | 366761197034a20d444282431e4a8edeb7882840 (patch) | |
| tree | 63d7b11eccbb499aef8f5afc3634945c63c14ff5 /backup_stuff/Player_Other.gd | |
| parent | c232b92e2dde1277324d1f89d0e75ae641e4ac3b (diff) | |
whoops, fixed reorg
Diffstat (limited to 'backup_stuff/Player_Other.gd')
| -rw-r--r-- | backup_stuff/Player_Other.gd | 219 |
1 files changed, 0 insertions, 219 deletions
diff --git a/backup_stuff/Player_Other.gd b/backup_stuff/Player_Other.gd deleted file mode 100644 index 0116d71..0000000 --- a/backup_stuff/Player_Other.gd +++ /dev/null @@ -1,219 +0,0 @@ -extends KinematicBody - - -export(String, "red", "blue") var team -#item variables -var can_swap = true -var has_items = [false,false,false,false,false] -var items = [null,null,null,null,null] -export(String) var item0path -export(String) var item1path -export(String) var item2path -export(String) var item3path -export(String) var item4path -var weapon -export(int) var health = 100 - -var unit - -var move_axis := Vector2() -var velocity := Vector3() -var direction := Vector3() -var parentvel := Vector3() -var tugging = false -var tug_target - -export(float) var friction = 4 -export(float) var _airspeed_cap = 1 - -var is_duck = 0 -const duck_height = .5*.6*1.8 #one half the hitbox duck height -var duck_speed = 2.3 -var knockback_mult = 1 -var duck_progress = 0 - -var can_switch = true - - -const gravity = 9.8 -const FLOOR_MAX_ANGLE: float = deg2rad(46.0) -const jump_constant = 12 -const walk_speed = 6 -const tug_speed = 1.5 -const acceleration = 70 -const air_control = 0.3 -const tug_force = 500 -const tug_distance = 3.5 -const push_distance = 1 -const duck_knockback_mult = 1.35 -const jump_vel = 5 - -static func compare_floats(a, b, epsilon = 0.00001): - return abs(a - b) <= epsilon - -# Called when the node enters the scene tree for the first time. -func _ready(): - $Camera/UseRay.add_exception(self) - $Camera/MeleeRay.add_exception(self) - - -func damage(amount, attacker, point = Vector3.ZERO): - health -= amount - rpc("update_health",health) - if health <= 0: - if is_network_master(): - get_node("/root/Game/Camera").current = true - rpc("die") - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(delta): - if is_network_master() and !get_node('/root/Game/HUD/Selection').is_visible_in_tree(): - if Input.is_action_just_pressed("use"): - pass - move_axis.x = Input.get_action_strength("walk_forward") - Input.get_action_strength("walk_backward") - move_axis.y = Input.get_action_strength("strafe_right") - Input.get_action_strength("strafe_left") - is_duck = Input.get_action_strength("duck") - if Input.is_action_just_pressed("attack1"): - weapon.attack() - if Input.is_action_just_pressed("attack2"): - weapon.attack2() - if Input.is_action_just_pressed("slot1"): - rpc('switch_weapon',0) - if Input.is_action_just_pressed("slot2"): - rpc('switch_weapon',1) - -func initiate_use(): - if tugging: - tugging = false - elif $Camera/UseRay.is_colliding(): - var type = $Camera/UseRay.get_collider().name - match type: - "TugArea": - tugging = true - tug_target = $Camera/UseRay.get_collider().get_parent() - _: - pass - -func check_tug(): - if !$Camera/UseRay.is_colliding() or !($Camera/UseRay.get_collider().name != tug_target.name): - tugging = false - -func _physics_process(delta): - if is_network_master() or (get_tree().get_network_unique_id() == 1 and get_network_master() == -1): - if is_network_master(): - player_move(delta) - else: - ai_move(delta) - rpc("_set_position", global_transform) - -remotesync func update_health(new_h): - health = new_h - if is_network_master(): - get_tree().get_root().get_node('Game/HUD/Health').text = str(health) - -func ai_move(delta): - if !is_on_floor(): - velocity.y -= gravity * delta - move_and_slide(velocity,Vector3.UP) - -func player_move(delta): - # Input - direction = Vector3() - var aim: Basis = get_global_transform().basis - if move_axis.x >= 0.5: - direction -= aim.z - elif move_axis.x <= -0.5: - direction += aim.z - if move_axis.y <= -0.5: - direction -= aim.x - elif move_axis.y >= 0.5: - direction += aim.x - direction.y = 0 - direction = direction.normalized() - - # Jump - var snap = Vector3.ZERO - if is_on_floor(): - snap = Vector3.DOWN - if Input.is_action_just_pressed("jump"): - snap = Vector3.ZERO - velocity.y += jump_vel - else: - velocity += parentvel - - velocity.y -= gravity * delta - if abs(velocity.y) > 1: - snap = Vector3.ZERO - - #max walk speed - var _speed = walk_speed if not is_duck else walk_speed*0.5 - - var _temp_accel: float = acceleration - - if is_on_floor(): - var _cspeed = sqrt(pow(velocity.x,2)+pow(velocity.z,2)) - if _cspeed != 0: - var walkdir = Vector2(velocity.x,velocity.z) - var fvar = _cspeed*friction if direction.length() != 0 else _cspeed*2*friction - #fvar *= 4 if is_duck else 1 - velocity.x -= walkdir.normalized().x*fvar*delta - velocity.z -= walkdir.normalized().y*fvar*delta - animationcontroller.rpc("run",_cspeed/walk_speed) - else: - animationcontroller.rpc("run",0) - #rpc("_play_animation",false,"idle_single") - - var projVel = Vector2(velocity.x,velocity.z).dot(Vector2(direction.x,direction.z)) - _temp_accel *= delta - - if is_on_floor(): - - if _speed - (projVel + _temp_accel) > 0: - velocity.x += direction.x*_temp_accel - velocity.z += direction.z*_temp_accel - else: - velocity.x += direction.x*(_speed-projVel) - velocity.z += direction.z*(_speed-projVel) - elif _airspeed_cap - projVel > 0: - velocity.x += direction.x*_temp_accel - velocity.z += direction.z*_temp_accel - - # clamping (to stop on slopes) - if direction.dot(velocity) == 0: - var _vel_clamp := 0.25 - if abs(velocity.x) < _vel_clamp: - velocity.x = 0 - if abs(velocity.z) < _vel_clamp: - velocity.z = 0 - - # Move - var moving = move_and_slide_with_snap(velocity, snap, Vector3.UP, false, 4, FLOOR_MAX_ANGLE) - if is_on_wall(): - velocity = moving - else: - velocity.y = moving.y - -remotesync func die(): - get_node("/root/Game").update_chars_delay() - queue_free() - - -remote func _set_position(pos): - global_transform = pos -#set net master of this player to the id -func _set_master(id): - if get_network_master() == -1: - $Camera.current = true - $Armature/Skeleton/Cube.set_layer_mask(524288) - for unit in get_tree().get_nodes_in_group("units"): - if unit.get_network_master() == id: - unit.rpc("_set_master_helper",-1) - #nit.set_network_master(-1) - rpc("_set_master_helper", id) -remotesync func _set_master_helper(id): - set_network_master(id) - update_health(health) - if id == -1: - $Armature/Skeleton/Cube.set_layer_mask(1) - get_node("/root/Game").update_chars() |
