144 lines
No EOL
4.6 KiB
GDScript
144 lines
No EOL
4.6 KiB
GDScript
extends KinematicBody
|
|
|
|
var dir = Vector3()
|
|
const GRAVITY = -24.8
|
|
var vel = Vector3()
|
|
const MAX_SPEED = 20
|
|
const ACCEL= 4.5
|
|
const FLY_SPEED = 7
|
|
|
|
const DEACCEL= 16
|
|
const MAX_SLOPE_ANGLE = 40
|
|
|
|
var camera_rotation
|
|
var camera
|
|
var flashlight
|
|
|
|
var MOUSE_SENSITIVITY = 0.05
|
|
|
|
|
|
func _ready():
|
|
camera_rotation = $Camera_rotation_helper
|
|
camera = $Camera_rotation_helper/Camera
|
|
camera.make_current()
|
|
flashlight = $MeshInstance/Flashlight
|
|
|
|
func _process(delta):
|
|
process_input(delta)
|
|
process_movement(delta)
|
|
|
|
|
|
func process_input(delta):
|
|
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
|
# ----------------------------------
|
|
# Walking
|
|
dir = Vector3()
|
|
var cam_xform = camera.get_global_transform()
|
|
|
|
var input_movement_vector = Vector3()
|
|
var cam_scroll = 0.0
|
|
|
|
if Input.is_action_pressed("move_up"):
|
|
input_movement_vector.z += 1
|
|
if Input.is_action_pressed("move_down"):
|
|
input_movement_vector.z -= 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.z
|
|
dir += cam_xform.basis.x.normalized() * input_movement_vector.x
|
|
|
|
if Input.is_action_pressed("fly_up"):
|
|
vel.y = FLY_SPEED
|
|
elif Input.is_action_pressed("fly_down"):
|
|
vel.y = -FLY_SPEED
|
|
else:
|
|
vel.y = 0
|
|
|
|
|
|
|
|
func process_movement(delta):
|
|
|
|
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
|
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
|
|
|
|
var collision_info = move_and_collide(vel * delta)
|
|
if collision_info:
|
|
vel = vel.bounce(collision_info.normal)
|
|
var obj = collision_info.collider
|
|
if obj.is_class( "RigidBody" ):
|
|
obj.sleeping = false
|
|
obj.apply_impulse( collision_info.position, -collision_info.normal*delta )
|
|
if not obj.get_node( "MeshInstance" ).get_surface_material(0).get("albedo_color") == null:
|
|
obj.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = Color( 1, 0, 1, 1 )
|
|
get_node( "../../GUI/HUD/Jauges/douleur/ProgressBar" ).value += 0.25
|
|
if get_node( "../../GUI/HUD/Jauges/douleur/ProgressBar" ).value >= 100:
|
|
get_node( "../../GUI/HUD/Jauges/trauma/ProgressBar" ).value += 0.25
|
|
if get_node( "../../GUI/HUD/Jauges/trauma/ProgressBar" ).value >= 100:
|
|
get_node( "../../GUI/HUD/Jauges/oubli/ProgressBar" ).value += 0.25
|
|
|
|
|
|
|
|
func _input(event):
|
|
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
|
if event is InputEventMouseMotion :
|
|
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:
|
|
|
|
# to prevent the cam sliding effect when clamp limit reached.
|
|
var old_x_translation = camera.translation.x
|
|
var old_y_translation = camera.translation.y
|
|
|
|
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.y = old_y_translation
|
|
camera.translation.z = clamp(camera.translation.z, 0, 5)
|
|
|
|
# TODO trouver pourquoi cela ne se fait plus:
|
|
if Input.is_action_just_pressed("game_flashlight"):
|
|
# flashlight.visible = not flashlight.visible
|
|
if flashlight.is_visible_in_tree():
|
|
flashlight.hide()
|
|
else:
|
|
flashlight.show()
|
|
|
|
if Input.is_action_pressed( "hide_char" ):
|
|
$MeshInstance.visible = not $MeshInstance.visible
|
|
|