summaryrefslogtreecommitdiff
path: root/backup_stuff/player_controller.gd
blob: f52decf11e5621b0a316bbb913d6dfafa714a24b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
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