145 lines
4.5 KiB
GDScript3
145 lines
4.5 KiB
GDScript3
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_FORCE = 4.5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
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var camera_rotate_y = 0.0
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var camera_rotate_x = 0.0
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var player_rotate_y = 0.0
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#var timer_rotate:Timer
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var speed_rotate_1sec = PI
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var max_angle = PI / 2
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const TWO_PI = 2.0 * PI
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const PI_2 = PI / 2.0
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func _init():
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# timer_rotate = Timer.new()
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# add_child(timer_rotate)
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# timer_rotate.autostart = false
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# timer_rotate.wait_time = 1.0
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# timer_rotate.connect("timeout", update_rotate_start.bind())
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pass
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func _ready():
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# Place the mouse at the center of the screen
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get_viewport().warp_mouse(starting_point)
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func _input(event):
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# and rotate vertically
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if Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion:
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camera_rotate_y += event.relative.x *0.01
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if camera_rotate_y >= PI:
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camera_rotate_y -= TWO_PI
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TWO_PI
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$camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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# if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty):
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# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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# camera_rotate = roty
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# else:
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# $Mesh/character.rotate_y( event.relative.x *0.01 )
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# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
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camera_rotate_x = new_camera_rotate_x
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# timer_rotate.autostart = false
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# timer_rotate.wait_time = 1.0
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# if timer_rotate.is_connected("timeout", update_rotate.bind()):
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# timer_rotate.stop()
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# timer_rotate.disconnect("timeout", update_rotate.bind())
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# timer_rotate.connect("timeout", update_rotate_start.bind())
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# timer_rotate.start(1.0)
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# print("Update timer")
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# else:
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# #timer_rotate.stop()
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# timer_rotate.start(1.0)
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# print("launch timer")
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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motion_velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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# # Get the input direction and handle the movement/deceleration.
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# # As good practice, you should replace UI actions with custom gameplay actions.
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# var input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
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# var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# if direction:
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# motion_velocity.x = direction.x * SPEED
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# motion_velocity.z = direction.z * SPEED
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# else:
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# motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
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# motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
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move_and_slide()
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func _process( delta ):
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var diff = camera_rotate_y - player_rotate_y
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if diff > PI:
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diff = camera_rotate_y - player_rotate_y - TWO_PI
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elif diff < -PI:
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diff = camera_rotate_y - player_rotate_y + TWO_PI
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var absdiff = diff
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if absdiff < 0.0:
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absdiff = -absdiff
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if absdiff <= 0.5 * delta:
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$Mesh/character.rotate_y( diff )
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player_rotate_y = camera_rotate_y
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else:
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if diff >= 0.0:
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diff = delta * speed_rotate_1sec
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else:
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diff = -delta * speed_rotate_1sec
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$Mesh/character.rotate_y( diff )
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player_rotate_y += diff
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#func update_rotate_start():
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# print("update_rotate_start")
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# var camera = $camera_root/horizontal_root.get_basis()
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# var player = $Mesh/character.get_basis()
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# timer_rotate.disconnect("timeout", update_rotate_start.bind())
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# timer_rotate.connect("timeout", update_rotate.bind())
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# timer_rotate.start(0.005)
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#
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#
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#func update_rotate():
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# print("update_rotate")
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# var step = 0.0
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# if camera_rotate >= 0.1:
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# step = -0.05
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# elif camera_rotate <= -0.1:
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# step = +0.05
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# $Mesh/character.rotate_y( -step )
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# #$camera_root/horizontal_root.rotate_y( step / 2.0 )
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# camera_rotate += step
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## if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty):
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## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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## current_rotate = roty
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## else:
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## $Mesh/character.rotate_y( event.relative.x *0.01 )
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## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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# if camera_rotate <= 0.1 and camera_rotate >= -0.1:
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# timer_rotate.stop()
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