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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_controller.gd | |
| parent | c232b92e2dde1277324d1f89d0e75ae641e4ac3b (diff) | |
whoops, fixed reorg
Diffstat (limited to 'backup_stuff/player_controller.gd')
| -rw-r--r-- | backup_stuff/player_controller.gd | 282 |
1 files changed, 0 insertions, 282 deletions
diff --git a/backup_stuff/player_controller.gd b/backup_stuff/player_controller.gd deleted file mode 100644 index f52decf..0000000 --- a/backup_stuff/player_controller.gd +++ /dev/null @@ -1,282 +0,0 @@ -extends KinematicBody - -###################-VARIABLES-#################### - -# Camera -export(float) var mouse_sensitivity = 12.0 -export(NodePath) var cam_path -export(NodePath) var ai_follower = null -export(float) var FOV = 90.0 -var mouse_axis := Vector2() -onready var cam: Camera = get_node(cam_path) -# Move -var velocity := Vector3() -var direction := Vector3() -var move_axis := Vector2() -# Walk -const FLOOR_MAX_ANGLE: float = deg2rad(46.0) -export(float) var gravity = 17.35 -export(float) var jump_height = 1.084 -var jump_vel = 5.89#sqrt(2 * gravity * jump_height) - -var has_control = true -var vehicle = null - -export(float) var acceleration = 70 -export(int) var walk_speed = 6 -export(float) var _airspeed_cap = 1 -export(float) var friction = 4 -export(float) var air_control = 1 - -var grappling = false -var grapple_length = 0 -var grapple_point = Vector3.ZERO - -# Fly -export(int) var fly_speed = 50 -export(int) var fly_accel = 10 -var flying := false - -# Crouch -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 world - -# Shoot -var countdown = 0; -export(float) var firing_cooldown = .8 -export(Vector3) var snap - - -################################################## - -# Called when the node enters the scene tree -func _ready() -> void: - if ai_follower != null: - ai_follower = get_node(ai_follower) - flying = true - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - cam.fov = FOV - $Camera/UseRay.add_exception(self) - $Camera/MeleeRay.add_exception(self) - world = get_parent() - - -# Called every frame. 'delta' is the elapsed time since the previous frame -func _process(_delta: float) -> void: - if Input.is_action_just_pressed("use"): - initiate_use() - if !has_control: - return - if Input.is_action_just_pressed("fly"): - flying = !flying - if Input.is_action_just_pressed("fire"): - if $Camera/MeleeRay.is_colliding(): - grappling = true - grapple_point = $Camera/MeleeRay.get_collision_point() - grapple_length = (grapple_point-global_transform.origin).length() + 1 - elif Input.is_action_just_released("fire"): - grappling = false - if Input.is_action_just_pressed("altfire"): - cam.fov = 20 if cam.fov == FOV else FOV - if countdown > 0: - countdown -= _delta - move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") - move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") - is_duck = Input.get_action_strength("duck") - - -# Called every physics tick. 'delta' is constant -func _physics_process(delta: float) -> void: - if !has_control: - move_axis = Vector2.ZERO - if flying: - fly(delta) - else: - walk(delta) - -static func compare_floats(a, b, epsilon = 0.00001): - return abs(a - b) <= epsilon - -func regain_control(gt): - #world.add_child(self) - global_transform.origin = gt - has_control = true - vehicle = null - -func initiate_use(): - if !has_control: - vehicle.relinquish_control() - return - if $Camera/UseRay.is_colliding(): - var type = $Camera/UseRay.get_collider().name - match type: - "SteerArea": - if flying or $Camera/UseRay.get_collider().get_parent().is_in_use(): - return - has_control = false - vehicle = $Camera/UseRay.get_collider().get_parent().take_control(self) - var gt = global_transform.origin - velocity = Vector3.ZERO - #get_parent().remove_child(self) - #vehicle.add_child(self) - global_transform.origin = gt - _: - pass - -# Called when there is an input event -func _input(event: InputEvent) -> void: - if event is InputEventMouseMotion: - mouse_axis = event.relative - camera_rotation() - - -func walk(delta: float) -> void: - knockback_mult = 1.35 if is_duck else 1 - if grappling: - var grapple_vec = global_transform.origin - grapple_point - var grapple_dist = grapple_vec.length() - if grapple_dist >= grapple_length: - velocity -= grapple_vec.dot(velocity)*grapple_vec/(grapple_dist*grapple_dist) - var v = velocity.abs() - velocity -= grapple_vec.normalized()*delta*v*v/grapple_dist - # Duck - if not compare_floats(duck_progress, is_duck): - var h = $CollisionBox.get_shape().get_extents().y - var dir = -1 if is_duck else 1 - var dh = dir*duck_speed*delta - var desh = duck_height if is_duck else 0.9 - if abs(h+dh - desh) < .05: - dh = desh-h - $CollisionBox.get_shape().set_extents(Vector3(.325,h+dh,.325)) - $CollisionBox.translate_object_local(Vector3(0,-dh/2,0)) - duck_progress = 1-(h+dh-duck_height)/(0.9-duck_height) - - # 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 - if is_on_floor(): - snap = Vector3.DOWN - if Input.is_action_just_pressed("move_jump"): - snap = Vector3.ZERO - velocity.y += jump_vel - - 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 not is_on_floor() or Input.is_action_just_pressed("move_jump"): - _temp_accel *= air_control - else: #apply friction - 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 - - 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 landed = is_on_floor() == false - #remove_collision_exception_with(rigid_body) - var moving = move_and_slide_with_snap(velocity, snap,Vector3.UP, true, 4, FLOOR_MAX_ANGLE, false) - landed = landed and is_on_floor() -# if is_on_wall(): -# #velocity.x = moving.x -# #velocity.z = moving.z -# velocity = moving - if landed: - velocity -= get_slide_collision(0).collider_velocity - else: - velocity = moving - - - -func fly(delta: float) -> void: - # Input - direction = Vector3() - var aim = cam.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 = direction.normalized() - - # Acceleration and Deacceleration - var target: Vector3 = direction * 300 - velocity = velocity.linear_interpolate(target, fly_accel * delta) - - # Move - velocity = move_and_slide(velocity, Vector3.UP, false, 4, 45.0, false) - - -func camera_rotation() -> void: - if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: - return - if mouse_axis.length() > 0: - var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) - var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) - - mouse_axis = Vector2() - - rotate_y(deg2rad(horizontal)) - cam.rotate_x(deg2rad(vertical)) - - # Clamp mouse rotation - var temp_rot: Vector3 = cam.rotation_degrees - temp_rot.x = clamp(temp_rot.x, -90, 90) - cam.rotation_degrees = temp_rot - |
