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-rw-r--r--backup_stuff/Player.gd142
1 files changed, 0 insertions, 142 deletions
diff --git a/backup_stuff/Player.gd b/backup_stuff/Player.gd
deleted file mode 100644
index 3555de5..0000000
--- a/backup_stuff/Player.gd
+++ /dev/null
@@ -1,142 +0,0 @@
-extends RigidBody
-
-###################-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 is_on_floor : bool = false
-onready var feet = get_node("Feet")
-
-var controlling_vehicle = false
-var vehicle = null
-
-export(float) var acceleration = 70
-export(int) var walk_speed = 6
-export(float) var _airspeed_cap = 1
-export(float) var air_control = 1
-
-# 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
-
-static func compare_floats(a, b, epsilon = 0.00001):
- return abs(a - b) <= epsilon
-
-func walk(delta):
- knockback_mult = 1.35 if is_duck else 1
- #check if is on floor
- if feet.is_colliding():
- is_on_floor = true
-
- # 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*state.step
- 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 * state.step
- 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*state.step
- velocity.z -= walkdir.normalized().y*fvar*state.step
-
- var projVel = Vector2(velocity.x,velocity.z).dot(Vector2(direction.x,direction.z))
- _temp_accel *= state.step
-
- 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
- print(velocity)
- set_linear_velocity(velocity)
- velocity = get_linear_velocity()
-