137 lines
No EOL
4 KiB
GDScript
137 lines
No EOL
4 KiB
GDScript
extends KinematicBody
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var dir = Vector3()
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const GRAVITY = -24.8
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var vel = Vector3()
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const MAX_SPEED = 20
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const ACCEL= 4.5
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const FLY_SPEED = 7
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const DEACCEL= 16
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const MAX_SLOPE_ANGLE = 40
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var camera_rotation
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var camera
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var flashlight
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var MOUSE_SENSITIVITY = 0.05
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func _ready():
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camera_rotation = $Camera_rotation_helper
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camera = $Camera_rotation_helper/Camera
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flashlight = $MeshInstance/Flashlight
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func _process(delta):
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process_input(delta)
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process_movement(delta)
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func process_input(delta):
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# ----------------------------------
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# Walking
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dir = Vector3()
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var cam_xform = camera.get_global_transform()
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var input_movement_vector = Vector3()
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var cam_scroll = 0.0
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if Input.is_action_pressed("move_up"):
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input_movement_vector.z += 1
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if Input.is_action_pressed("move_down"):
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input_movement_vector.z -= 1
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if Input.is_action_pressed("move_left"):
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input_movement_vector.x -= 1
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if Input.is_action_pressed("move_right"):
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input_movement_vector.x = 1
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input_movement_vector = input_movement_vector.normalized()
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dir += -cam_xform.basis.z.normalized() * input_movement_vector.z
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dir += cam_xform.basis.x.normalized() * input_movement_vector.x
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if Input.is_action_pressed("fly_up"):
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vel.y = FLY_SPEED
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elif Input.is_action_pressed("fly_down"):
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vel.y = -FLY_SPEED
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else:
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vel.y = 0
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func process_movement(delta):
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dir.y = 0
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dir = dir.normalized()
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# vel.y += delta*GRAVITY
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var hvel = vel
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hvel.y = 0
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var target = dir
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target *= MAX_SPEED
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var accel
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if dir.dot(hvel) > 0:
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.linear_interpolate(target, accel*delta)
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vel.x = hvel.x
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vel.z = hvel.z
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# vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
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var collision_info = move_and_collide(vel * delta)
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if collision_info:
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vel = vel.bounce(collision_info.normal)
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var obj = collision_info.collider
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if obj.is_class( "RigidBody" ):
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obj.sleeping = false
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# obj.apply_impulse( collision_info.position, collision_info.collider_velocity )
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# if obj.has_method( "hit" ):
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# obj.hit( collision_info.position, collision_info.collider_velocity )
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# print(str(collision_info.collider.get_class()))
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func _input(event):
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
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self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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var camera_rot = camera_rotation.rotation_degrees
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camera_rot.x = clamp(camera_rot.x, -30, 30)
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camera_rotation.rotation_degrees = camera_rot
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if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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# to prevent the cam sliding effect when clamp limit reached.
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var old_x_translation = camera.translation.x
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var old_y_translation = camera.translation.y
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var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
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if event.button_index == BUTTON_WHEEL_UP:
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cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
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if event.button_index == BUTTON_WHEEL_DOWN:
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cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
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camera.translate( cam_scroll )
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camera.translation.x = old_x_translation
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camera.translation.y = old_y_translation
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camera.translation.z = clamp(camera.translation.z, 0, 5)
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# if event.is_action_pressed( "game_flashlight" ) and not event.is_echo():
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# get_node( "Flashlight" ).visible = not get_node( "Flashlight" ).visible
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if Input.is_action_just_pressed("game_flashlight"):
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if flashlight.is_visible_in_tree():
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flashlight.hide()
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else:
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flashlight.show()
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if Input.is_action_pressed( "hide_char" ):
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$MeshInstance.visible = not $MeshInstance.visible
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