From dce7602fb6da9997f9df11edc908834afece2e1a Mon Sep 17 00:00:00 2001 From: AleaJactaEst Date: Sat, 5 Feb 2022 19:58:58 +0100 Subject: [PATCH] adding fly --- player/player.gd | 224 ++++++++++++++++++++++++++++++++++++++++++--- player/player.tscn | 8 +- project.godot | 5 + 3 files changed, 225 insertions(+), 12 deletions(-) diff --git a/player/player.gd b/player/player.gd index 501de33..f3a021c 100644 --- a/player/player.gd +++ b/player/player.gd @@ -1,5 +1,8 @@ extends CharacterBody3D + +enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2} + # Constant const SPEED_WALK_UP = 5.0 const SPEED_WALK_UP_STRAFE = 3.0 @@ -22,6 +25,8 @@ const SPEED_ROTATE = PI const PI_2 = PI / 2.0 const JUMP_FORCE = 4.5 +const SPEED_FLY = 1.0 + # 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) @@ -30,7 +35,8 @@ var camera_rotate_y = 0.0 var camera_rotate_x = 0.0 # Player position var player_rotate_y = 0.0 -#var debug:bool = false +var player_rotate_x = 0.0 +var player_head_rotate_x = 0.0 # Activate reconciliation between camera & player var reconciliate_rotate_camera_player:bool = true # Player run @@ -38,6 +44,7 @@ var is_run:bool = false var zoom:float = 1.0 var tps:bool = true var animation_object:AnimationPlayer = null + var anim_idle:String = "CHAR_idle_bored" var anim_run:String = "CHAR_run" var anim_run_backward:String = "CHAR_run backward" @@ -46,10 +53,31 @@ var anim_strafe_left_walk:String = "CHAR_strafe_left_walk" var anim_strafe_right_walk:String = "CHAR_strafe_right_walk" var anim_walk:String = "CHAR_walk" var anim_walk_backward:String = "CHAR_walk_backward" + +var anim_fly_idle:String = "CHAR_sitting_ground_idle" +var anim_fly_run:String = "CHAR_sitting_ground_idle" +var anim_fly_run_backward:String = "CHAR_sitting_ground_idle" +var anim_fly_sitting_ground_idle:String = "CHAR_sitting_ground_idle" +var anim_fly_strafe_left_walk:String = "CHAR_sitting_ground_idle" +var anim_fly_strafe_right_walk:String = "CHAR_sitting_ground_idle" +var anim_fly_walk:String = "CHAR_sitting_ground_idle" +var anim_fly_walk_backward:String = "CHAR_sitting_ground_idle" + +var anim_swim_idle:String = "CHAR_walk" +var anim_swim_run:String = "CHAR_run" +var anim_swim_run_backward:String = "CHAR_run backward" +var anim_swim_sitting_ground_idle:String = "CHAR_walk" +var anim_swim_strafe_left_walk:String = "CHAR_walk" +var anim_swim_strafe_right_walk:String = "CHAR_walk" +var anim_swim_walk:String = "CHAR_walk" +var anim_swim_walk_backward:String = "CHAR_walk_backward" + var current_anim:String = anim_idle var player_sit:bool = false var player_automove:bool = false +var state_player:StatePlayer = StatePlayer.WALK + func search_animation( obj:Node , root:String = "/") -> bool: var ret:bool = false @@ -84,6 +112,10 @@ func _on_AnimationPlayer_animation_finished(name:String): func _init(): + print("wall_min_slide_angle: ", get_wall_min_slide_angle()) + # set_wall_min_slide_angle(1.0) + set_floor_max_angle(4.0) + # set_floor_snap_length(0.4) pass @@ -103,6 +135,8 @@ func _input(event): var zoom3D:Vector3 = Vector3(0.0, -ZOOM_STEP_Y, -ZOOM_STEP_Z) $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) if zoom < ZOOM_MIN_Z: + $camera_root/Camera3D_FPS.rotate_x( -player_head_rotate_x ) + player_head_rotate_x = 0 $camera_root/Camera3D_FPS.make_current() tps = false reconciliate_rotate_camera_player = false @@ -112,8 +146,6 @@ func _input(event): elif Input.is_action_pressed("camera_zoom_out"): if not tps: # Reposition camera TPS back to player -# $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y ) -# camera_rotate_y = player_rotate_y reconciliate_rotate_camera_player = true tps = true zoom += ZOOM_STEP_Z @@ -127,6 +159,20 @@ func _input(event): player_sit = not player_sit elif Input.is_action_just_pressed("player_automove"): player_automove = not player_automove + elif Input.is_action_just_pressed("switch_state_player"): + match state_player: + StatePlayer.WALK: + print("FLY") + state_player = StatePlayer.FLY + $carpet.show() + StatePlayer.FLY: + print("SWIM") + $carpet.hide() + state_player = StatePlayer.WALK +# StatePlayer.SWIM: +# print("WALK") +# $carpet.hide() +# state_player = StatePlayer.WALK # If right mouse button is pressed and mouse moves, pan horizontally camera # and rotate vertically @@ -141,12 +187,6 @@ func _input(event): 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: @@ -171,8 +211,32 @@ func _input(event): camera_rotate_y = player_rotate_y rotate_y( -event.relative.x *0.01 ) + var new_camera_rotate_x = player_head_rotate_x + event.relative.y * 0.01 + if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: + $camera_root/Camera3D_FPS.rotate_x( event.relative.y * 0.01 ) + player_head_rotate_x = new_camera_rotate_x + + match state_player: + StatePlayer.WALK: + pass + StatePlayer.FLY: + pass + StatePlayer.SWIM: + pass + func _physics_process(delta): + # Add the gravity. + match state_player: + StatePlayer.WALK: + _physics_process_walk(delta) + StatePlayer.FLY: + _physics_process_fly(delta) + StatePlayer.SWIM: + pass + + +func _physics_process_walk(delta): var input_dir: Vector2 var input_x: float var input_y: float @@ -294,13 +358,149 @@ func _physics_process(delta): motion_velocity.x = move_toward(motion_velocity.x, 0, speed) motion_velocity.z = move_toward(motion_velocity.z, 0, speed) + #print("pos:", get_floor_angle(), " - ", get_wall_min_slide_angle(), " - ", get_floor_max_angle()) + #motion_velocity.y = 0.5 + move_and_slide() + + +func _physics_process_fly(delta): + var input_dir: Vector2 + var input_x: float + var input_y: float + var input_z: float + var speed: float + var move_up:bool = false + var move_down:bool = false + var move_strafe: bool = false + + # Get the input direction and handle the movement/deceleration. + if Input.is_action_pressed("ui_strafe"): + 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 + else: + var y = 0 + if Input.is_action_pressed("ui_right"): + y -= 1 + if Input.is_action_pressed("ui_left"): + y += 1 + if y != 0: + var dt = y * delta * SPEED_ROTATE + if tps: + camera_rotate_y += dt + if camera_rotate_y > PI: + camera_rotate_y -= TAU + elif camera_rotate_y <= -PI: + camera_rotate_y += TAU + $camera_root/horizontal_root.rotate_y( dt ) + else: + player_rotate_y += dt + if player_rotate_y > PI: + player_rotate_y -= TAU + elif player_rotate_y <= -PI: + player_rotate_y += TAU + camera_rotate_y = player_rotate_y + rotate_y( dt ) + # 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 + input_z = 1.0 + move_up = true + player_automove = false + elif Input.is_action_pressed("ui_down"): + player_automove = false + input_y = -1.0 + input_z = -1.0 + move_down = true + elif player_automove: + input_y = 1.0 + input_z = 1.0 + move_up = true + + input_z *= (-camera_rotate_x) * SPEED_FLY + print("z: ", input_z, " ... ", camera_rotate_x) + + if is_run: + if move_strafe: + if move_up: + speed = SPEED_RUN_UP_STRAFE + switch_animation(anim_fly_run) + elif move_down: + speed = SPEED_RUN_DOWN_STRAFE + switch_animation(anim_fly_run_backward) + else: + speed = SPEED_RUN_STRAFE + if input_x > 0.0: + switch_animation(anim_fly_strafe_left_walk) + else: + switch_animation(anim_fly_strafe_right_walk) + elif move_up: + speed = SPEED_RUN_UP + switch_animation(anim_fly_run) + else: + speed = SPEED_RUN_DOWN + if move_down: + switch_animation(anim_fly_run_backward) + else: + switch_animation(anim_fly_idle) + else: + if move_strafe: + if move_up: + speed = SPEED_WALK_UP_STRAFE + switch_animation(anim_fly_walk) + elif move_down: + speed = SPEED_WALK_DOWN_STRAFE + switch_animation(anim_fly_walk_backward) + else: + speed = SPEED_WALK_STRAFE + if input_x > 0.0: + switch_animation(anim_fly_strafe_left_walk) + else: + switch_animation(anim_fly_strafe_right_walk) + elif move_up: + speed = SPEED_WALK_UP + switch_animation(anim_fly_walk) + else: + speed = SPEED_WALK_DOWN + if move_down: + switch_animation(anim_fly_walk_backward) + else: + switch_animation(anim_fly_idle) + if input_x == 0.0 and input_y == 0.0: + if player_sit: + switch_animation(anim_fly_sitting_ground_idle) + else: + switch_animation(anim_fly_idle) + + var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized() + if direction: + motion_velocity.x = direction.x * speed + motion_velocity.y = direction.y * speed + motion_velocity.z = direction.z * speed + else: + motion_velocity.x = move_toward(motion_velocity.x, 0, speed) + motion_velocity.y = move_toward(motion_velocity.y, 0, speed) + motion_velocity.z = move_toward(motion_velocity.z, 0, speed) + + print('motion_velocity:', motion_velocity) move_and_slide() func _process( delta ): -# if debug: -# print(reconciliate_rotate_camera_player, ", ", camera_rotate_y,", ", player_rotate_y) + match state_player: + StatePlayer.WALK: + _process_walk(delta) + StatePlayer.FLY: + _process_walk(delta) + StatePlayer.SWIM: + _process_walk(delta) + +func _process_walk( delta ): if reconciliate_rotate_camera_player: var diff = camera_rotate_y - player_rotate_y @@ -329,3 +529,5 @@ func _process( delta ): player_rotate_y -= TAU elif player_rotate_y <= -PI: player_rotate_y += TAU + + diff --git a/player/player.tscn b/player/player.tscn index 7ab45c1..ddf6c2d 100644 --- a/player/player.tscn +++ b/player/player.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=5 format=3 uid="uid://dwxrvijqyym70"] +[gd_scene load_steps=6 format=3 uid="uid://dwxrvijqyym70"] [ext_resource type="Script" path="res://player/player.gd" id="1_myhjw"] [ext_resource type="PackedScene" uid="uid://ccctktndxnskh" path="res://player/character/character.tscn" id="1_rqqo8"] @@ -8,6 +8,8 @@ radius = 0.220923 height = 2.83965 +[sub_resource type="PlaneMesh" id="PlaneMesh_mwqg4"] + [node name="player" type="CharacterBody3D"] script = ExtResource( "1_myhjw" ) @@ -32,3 +34,7 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, [node name="Camera3D_FPS" type="Camera3D" parent="camera_root"] transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.56633, 0.222061) + +[node name="carpet" type="MeshInstance3D" parent="."] +visible = false +mesh = SubResource( "PlaneMesh_mwqg4" ) diff --git a/project.godot b/project.godot index a562d02..4f8b0d2 100644 --- a/project.godot +++ b/project.godot @@ -75,3 +75,8 @@ player_automove={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"unicode":0,"echo":false,"script":null) ] } +switch_state_player={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":67,"physical_keycode":0,"unicode":99,"echo":false,"script":null) +] +}