test-client-godot/scenes/Game/Character.gd

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2.9 KiB
GDScript3
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2018-07-25 07:36:19 +00:00
extends KinematicBody
var dir = Vector3()
const GRAVITY = -24.8
var vel = Vector3()
const MAX_SPEED = 20
const ACCEL= 4.5
const DEACCEL= 16
const MAX_SLOPE_ANGLE = 40
var camera_rotation
var camera
var MOUSE_SENSITIVITY = 0.05
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
camera_rotation = $Camera_rotation_helper
camera = $Camera_rotation_helper/Camera
func _process(delta):
process_input(delta)
process_movement(delta)
func process_input(delta):
# ----------------------------------
# Walking
dir = Vector3()
var cam_xform = camera.get_global_transform()
var input_movement_vector = Vector2()
var cam_scroll = 0.0
if Input.is_action_pressed("move_up"):
input_movement_vector.y += 1
if Input.is_action_pressed("move_down"):
input_movement_vector.y -= 1
if Input.is_action_pressed("move_left"):
input_movement_vector.x -= 1
if Input.is_action_pressed("move_right"):
input_movement_vector.x = 1
input_movement_vector = input_movement_vector.normalized()
dir += -cam_xform.basis.z.normalized() * input_movement_vector.y
dir += cam_xform.basis.x.normalized() * input_movement_vector.x
func process_movement(delta):
dir.y = 0
dir = dir.normalized()
vel.y += delta*GRAVITY
var hvel = vel
hvel.y = 0
var target = dir
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
func _input(event):
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = camera_rotation.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -30, 30)
camera_rotation.rotation_degrees = camera_rot
if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# to prevent the cam sliding effect when clamp limit reached.
var old_x_translation = camera.translation.x
var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
if event.button_index == BUTTON_WHEEL_UP:
cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
if event.button_index == BUTTON_WHEEL_DOWN:
cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
camera.translate( cam_scroll )
camera.translation.x = old_x_translation
camera.translation.z = clamp(camera.translation.z, -5, 0)
if event.is_action_pressed( "game_flashlight" ) and not event.is_echo():
camera.get_node( "Flashlight" ).visible = not camera.get_node( "Flashlight" ).visible