update fly and adding swim
This commit is contained in:
parent
17118e0f45
commit
6a3e4f21f3
2 changed files with 236 additions and 35 deletions
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@ -1,6 +1,7 @@
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[gd_scene load_steps=9 format=3 uid="uid://bkcvep4ijijmc"]
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[gd_scene load_steps=13 format=3 uid="uid://bkcvep4ijijmc"]
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[ext_resource type="Shader" path="res://maps/shaders/water.gdshader" id="1_j5guc"]
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[ext_resource type="Script" path="res://maps/water-zone.gd" id="1_s4mf8"]
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[ext_resource type="PackedScene" uid="uid://ip4lkyho0gry" path="res://maps/water_space.tscn" id="2_nnfoe"]
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[ext_resource type="Texture2D" uid="uid://dppjl2jpko3lx" path="res://maps/textures/water_normal_a.png" id="3_vwt8h"]
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[ext_resource type="Texture2D" uid="uid://b8tu2ncerig3r" path="res://maps/textures/water_normal_b.png" id="4_gohr5"]
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@ -34,11 +35,55 @@ shader_param/caustic_sampler = SubResource( "Texture2DArray_um4oc" )
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[sub_resource type="PlaneMesh" id="PlaneMesh_uh76x"]
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material = SubResource( "ShaderMaterial_tfcq0" )
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[sub_resource type="ConvexPolygonShape3D" id="ConvexPolygonShape3D_7h41h"]
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points = PackedVector3Array(1, 1, 1, 1, 1, -1, -1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, -1, -1, -1, 1, -1, -1, -1)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_bmkr3"]
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render_priority = 0
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shader = ExtResource( "1_j5guc" )
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shader_param/wave_speed = null
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shader_param/wave_a = null
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shader_param/wave_b = null
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shader_param/wave_c = null
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shader_param/sampler_scale = null
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shader_param/sampler_direction = null
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shader_param/uv_sampler_scale = null
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shader_param/uv_sampler_strength = null
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shader_param/foam_level = null
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shader_param/refraction = null
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shader_param/color_deep = Color(0, 0, 0.243137, 1)
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shader_param/color_shallow = Color(0, 0.454902, 0.870588, 1)
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shader_param/beers_law = null
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shader_param/depth_offset = null
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shader_param/projector = null
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[sub_resource type="BoxMesh" id="BoxMesh_1ovik"]
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material = SubResource( "ShaderMaterial_bmkr3" )
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subdivide_width = 128
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subdivide_height = 128
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subdivide_depth = 2
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[node name="water-zone" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.964225, 0)
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script = ExtResource( "1_s4mf8" )
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[node name="water-level" type="MeshInstance3D" parent="."]
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transform = Transform3D(20, 0, 0, 0, 1, 0, 0, 0, 20, -0.242517, -1.07318, 0.480083)
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mesh = SubResource( "PlaneMesh_uh76x" )
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[node name="underwater" type="Area3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.49012e-08, -5.96046e-08, 2.98023e-08)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="underwater"]
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transform = Transform3D(20, 0, 0, 0, 3, 0, 0, 0, 20, 0, -4.10377, 0)
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shape = SubResource( "ConvexPolygonShape3D_7h41h" )
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[node name="water-space" parent="." instance=ExtResource( "2_nnfoe" )]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(20, 0, 0, 0, 3, 0, 0, 0, 20, 0, -3.96834, 0)
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visible = false
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mesh = SubResource( "BoxMesh_1ovik" )
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[connection signal="body_entered" from="underwater" to="." method="_on_underwater_body_entered"]
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[connection signal="body_exited" from="underwater" to="." method="_on_underwater_body_exited"]
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222
player/player.gd
222
player/player.gd
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@ -25,7 +25,8 @@ const SPEED_ROTATE = PI
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const PI_2 = PI / 2.0
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const JUMP_FORCE = 4.5
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const SPEED_FLY = 1.0
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const MUL_SPEED_FLY = 2.0
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const MUL_SPEED_SWIM = 0.5
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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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@ -36,7 +37,6 @@ var camera_rotate_x = 0.0
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# Player position
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var player_rotate_y = 0.0
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var player_rotate_x = 0.0
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var player_head_rotate_x = 0.0
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# Activate reconciliation between camera & player
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var reconciliate_rotate_camera_player:bool = true
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# Player run
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@ -77,6 +77,27 @@ var player_sit:bool = false
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var player_automove:bool = false
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var state_player:StatePlayer = StatePlayer.WALK
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var level_water:float
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@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
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func switch_state(new_state):
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if state_player == new_state:
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return
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state_player = new_state
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match state_player:
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StatePlayer.WALK:
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print("switch camera WALK")
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$carpet.hide()
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camera_fps = $camera_root/Camera3D_FPS_WALK
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StatePlayer.FLY:
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print("switch camera FLY")
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$carpet.show()
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camera_fps = $camera_root/Camera3D_FPS_FLY
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StatePlayer.SWIM:
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print("switch camera SWIM")
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$carpet.hide()
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camera_fps = $camera_root/Camera3D_FPS_SWIM
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func search_animation( obj:Node , root:String = "/") -> bool:
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@ -124,6 +145,7 @@ func _ready():
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get_viewport().warp_mouse(starting_point)
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search_animation($Mesh/character, "/")
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print_list_animation()
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switch_state(StatePlayer.WALK)
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func _input(event):
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@ -135,9 +157,9 @@ func _input(event):
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var zoom3D:Vector3 = Vector3(0.0, -ZOOM_STEP_Y, -ZOOM_STEP_Z)
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
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if zoom < ZOOM_MIN_Z:
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$camera_root/Camera3D_FPS.rotate_x( -player_head_rotate_x )
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player_head_rotate_x = 0
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$camera_root/Camera3D_FPS.make_current()
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camera_fps.rotate_x( -player_rotate_x )
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player_rotate_x = 0
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camera_fps.make_current()
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tps = false
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reconciliate_rotate_camera_player = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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@ -163,16 +185,12 @@ func _input(event):
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match state_player:
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StatePlayer.WALK:
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print("FLY")
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state_player = StatePlayer.FLY
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$carpet.show()
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#state_player = StatePlayer.FLY
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switch_state(StatePlayer.FLY)
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StatePlayer.FLY:
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print("SWIM")
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$carpet.hide()
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state_player = StatePlayer.WALK
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# StatePlayer.SWIM:
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# print("WALK")
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# $carpet.hide()
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#state_player = StatePlayer.WALK
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switch_state(StatePlayer.WALK)
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# and rotate vertically
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@ -211,18 +229,10 @@ func _input(event):
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camera_rotate_y = player_rotate_y
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rotate_y( -event.relative.x *0.01 )
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var new_camera_rotate_x = player_head_rotate_x + event.relative.y * 0.01
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var new_camera_rotate_x = player_rotate_x + event.relative.y * 0.01
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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$camera_root/Camera3D_FPS.rotate_x( event.relative.y * 0.01 )
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player_head_rotate_x = new_camera_rotate_x
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match state_player:
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StatePlayer.WALK:
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pass
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StatePlayer.FLY:
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pass
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StatePlayer.SWIM:
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pass
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camera_fps.rotate_x( event.relative.y * 0.01 )
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player_rotate_x = new_camera_rotate_x
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func _physics_process(delta):
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@ -233,7 +243,7 @@ func _physics_process(delta):
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StatePlayer.FLY:
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_physics_process_fly(delta)
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StatePlayer.SWIM:
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pass
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_physics_process_swim(delta)
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func _physics_process_walk(delta):
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@ -245,6 +255,7 @@ func _physics_process_walk(delta):
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var move_down:bool = false
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var move_strafe: bool = false
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#print(get_position())
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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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@ -421,8 +432,10 @@ func _physics_process_fly(delta):
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input_z = 1.0
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move_up = true
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input_z *= (-camera_rotate_x) * SPEED_FLY
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print("z: ", input_z, " ... ", camera_rotate_x)
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if tps:
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input_z *= (-camera_rotate_x)
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else:
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input_z *= (-player_rotate_x)
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if is_run:
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if move_strafe:
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@ -478,18 +491,150 @@ func _physics_process_fly(delta):
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var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
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if direction:
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motion_velocity.x = direction.x * speed
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motion_velocity.y = direction.y * speed
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motion_velocity.z = direction.z * speed
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motion_velocity.x = direction.x * speed * MUL_SPEED_FLY
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motion_velocity.y = direction.y * speed * MUL_SPEED_FLY
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motion_velocity.z = direction.z * speed * MUL_SPEED_FLY
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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.y = move_toward(motion_velocity.y, 0, speed)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed)
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed * MUL_SPEED_FLY)
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motion_velocity.y = move_toward(motion_velocity.y, 0, speed * MUL_SPEED_FLY)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed * MUL_SPEED_FLY)
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print('motion_velocity:', motion_velocity)
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#print('motion_velocity:', motion_velocity)
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move_and_slide()
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func _physics_process_swim(delta):
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var input_dir: Vector2
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var input_x: float
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var input_y: float
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var input_z: float
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var speed: float
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var move_up:bool = false
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var move_down:bool = false
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var move_strafe: bool = false
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# Get the input direction and handle the movement/deceleration.
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if Input.is_action_pressed("ui_strafe"):
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if Input.is_action_pressed("ui_left"):
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input_x = 1.0
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move_strafe = true
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elif Input.is_action_pressed("ui_right"):
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input_x = -1.0
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move_strafe = true
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else:
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var y = 0
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if Input.is_action_pressed("ui_right"):
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y -= 1
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if Input.is_action_pressed("ui_left"):
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y += 1
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if y != 0:
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var dt = y * delta * SPEED_ROTATE
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if tps:
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camera_rotate_y += dt
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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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else:
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player_rotate_y += dt
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if player_rotate_y > PI:
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player_rotate_y -= TAU
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elif player_rotate_y <= -PI:
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player_rotate_y += TAU
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camera_rotate_y = player_rotate_y
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rotate_y( dt )
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# Disable vector on ui_right/ui_left (used to rotate and not strafe)
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input_x = 0
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if Input.is_action_pressed("ui_up"):
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input_y = 1.0
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input_z = 1.0
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move_up = true
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player_automove = false
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elif Input.is_action_pressed("ui_down"):
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player_automove = false
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input_y = -1.0
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input_z = -1.0
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move_down = true
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elif player_automove:
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input_y = 1.0
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input_z = 1.0
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move_up = true
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if tps:
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input_z *= (-camera_rotate_x)
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else:
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input_z *= (-player_rotate_x)
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if is_run:
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if move_strafe:
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if move_up:
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speed = SPEED_RUN_UP_STRAFE
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switch_animation(anim_fly_run)
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elif move_down:
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speed = SPEED_RUN_DOWN_STRAFE
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switch_animation(anim_fly_run_backward)
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else:
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speed = SPEED_RUN_STRAFE
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if input_x > 0.0:
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switch_animation(anim_fly_strafe_left_walk)
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else:
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switch_animation(anim_fly_strafe_right_walk)
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elif move_up:
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speed = SPEED_RUN_UP
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switch_animation(anim_fly_run)
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else:
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speed = SPEED_RUN_DOWN
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if move_down:
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switch_animation(anim_fly_run_backward)
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else:
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switch_animation(anim_fly_idle)
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else:
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if move_strafe:
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if move_up:
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speed = SPEED_WALK_UP_STRAFE
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switch_animation(anim_fly_walk)
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elif move_down:
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speed = SPEED_WALK_DOWN_STRAFE
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switch_animation(anim_fly_walk_backward)
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else:
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speed = SPEED_WALK_STRAFE
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if input_x > 0.0:
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switch_animation(anim_fly_strafe_left_walk)
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else:
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switch_animation(anim_fly_strafe_right_walk)
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elif move_up:
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speed = SPEED_WALK_UP
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switch_animation(anim_fly_walk)
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else:
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speed = SPEED_WALK_DOWN
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if move_down:
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switch_animation(anim_fly_walk_backward)
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else:
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switch_animation(anim_fly_idle)
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if input_x == 0.0 and input_y == 0.0:
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if player_sit:
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switch_animation(anim_fly_sitting_ground_idle)
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else:
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switch_animation(anim_fly_idle)
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var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
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if direction:
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motion_velocity.x = direction.x * speed * MUL_SPEED_SWIM
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motion_velocity.y = direction.y * speed * MUL_SPEED_SWIM
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motion_velocity.z = direction.z * speed * MUL_SPEED_SWIM
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed * MUL_SPEED_SWIM)
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motion_velocity.y = move_toward(motion_velocity.y, 0, speed * MUL_SPEED_SWIM)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed * MUL_SPEED_SWIM)
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var col = move_and_slide()
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if col == false and level_water <= get_position().y:
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# force always under water (if not collision)
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var tmp = get_position()
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tmp.y = level_water
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set_position(tmp)
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func _process( delta ):
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match state_player:
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StatePlayer.WALK:
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@ -531,3 +676,14 @@ func _process_walk( delta ):
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player_rotate_y += TAU
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func enter_underwater():
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# function called by Area3D (Water Object)
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level_water = get_position().y
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switch_state(StatePlayer.SWIM)
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print("SWIM")
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func exit_underwater():
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# function called by Area3D (Water Object)
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switch_state(StatePlayer.WALK)
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print("WALK")
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