godot-third-person-basic-scene/player/player.gd

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extends CharacterBody3D
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# Up
# |
# Strafe Left --- + --- Strafe Rigth
# |
# Down
# Constant
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const SPEED_WALK_UP = 5.0
const SPEED_WALK_UP_STRAFE = 3.0
const SPEED_WALK_STRAFE = 2.5
const SPEED_WALK_DOWN_STRAFE = 0.6
const SPEED_WALK_DOWN = 0.8
const SPEED_RUN_UP = SPEED_WALK_UP * 2.0
const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * 2.0
const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * 2.0
const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * 2.0
const SPEED_RUN_DOWN = SPEED_WALK_DOWN * 2.0
const SPEED_ROTATE = PI
const PI_2 = PI / 2.0
const JUMP_FORCE = 4.5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
# Camera position
var camera_rotate_y = 0.0
var camera_rotate_x = 0.0
# Player position
var player_rotate_y = 0.0
#var debug:bool = false
# Activate reconciliation between camera & player
var reconciliate_rotate_camera_player:bool = true
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var is_run:bool = false
func _init():
pass
func _ready():
# Place the mouse at the center of the screen
get_viewport().warp_mouse(starting_point)
func _input(event):
# If right mouse button is pressed and mouse moves, pan horizontally camera
# and rotate vertically
if Input.is_action_just_pressed ( "ui_strafe" ):
reconciliate_rotate_camera_player = false
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
elif Input.is_action_just_released ( "ui_strafe" ):
reconciliate_rotate_camera_player = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.is_action_just_pressed( "move_run" ):
is_run = true
elif Input.is_action_just_released( "move_run" ):
is_run = false
# if Input.is_action_just_released("ui_cut"):
# print("debug on")
# debug = true
# if Input.is_action_just_released("ui_copy"):
# print("debug off")
# debug = false
if Input.is_mouse_button_pressed( 2 ):
if event is InputEventMouseMotion:
camera_rotate_y -= event.relative.x *0.01
if camera_rotate_y > PI:
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camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
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camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
camera_rotate_x = new_camera_rotate_x
func _physics_process(delta):
var input_dir: Vector2
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var input_x: float
var input_y: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# motion_velocity.y = JUMP_FORCE
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
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if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
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else:
var y = 0
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if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
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var dt = y * delta * SPEED_ROTATE
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camera_rotate_y += dt
if camera_rotate_y > PI:
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camera_rotate_y -= TAU
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TAU
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$camera_root/horizontal_root.rotate_y( dt )
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# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
move_up = true
elif Input.is_action_pressed("ui_down"):
input_y = -1.0
move_down = true
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
else:
speed = SPEED_RUN_STRAFE
elif move_up:
speed = SPEED_RUN_UP
else:
speed = SPEED_RUN_DOWN
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
else:
speed = SPEED_WALK_STRAFE
elif move_up:
speed = SPEED_WALK_UP
else:
speed = SPEED_WALK_DOWN
var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
if direction:
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motion_velocity.x = direction.x * speed
motion_velocity.z = direction.z * speed
else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed)
move_and_slide()
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func _process( delta ):
# if debug:
# print(reconciliate_rotate_camera_player, ", ", camera_rotate_y,", ", player_rotate_y)
if reconciliate_rotate_camera_player:
var diff = camera_rotate_y - player_rotate_y
if diff > PI:
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diff = camera_rotate_y - player_rotate_y - TAU
elif diff < -PI:
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diff = camera_rotate_y - player_rotate_y + TAU
var absdiff = diff
if absdiff < 0.0:
absdiff = -absdiff
if absdiff <= 0.5 * delta:
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y = camera_rotate_y
else:
if diff >= 0.0:
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diff = delta * SPEED_ROTATE
else:
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diff = -delta * SPEED_ROTATE
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y += diff
if player_rotate_y > PI:
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player_rotate_y -= TAU
elif player_rotate_y <= -PI:
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player_rotate_y += TAU