diff options
Diffstat (limited to 'godot/backup_stuff/player_controller.gd')
| -rw-r--r-- | godot/backup_stuff/player_controller.gd | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/godot/backup_stuff/player_controller.gd b/godot/backup_stuff/player_controller.gd new file mode 100644 index 0000000..f52decf --- /dev/null +++ b/godot/backup_stuff/player_controller.gd @@ -0,0 +1,282 @@ +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 + |
