adding fly
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parent
4714617c0e
commit
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3 changed files with 225 additions and 12 deletions
224
player/player.gd
224
player/player.gd
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@ -1,5 +1,8 @@
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extends CharacterBody3D
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enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2}
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# Constant
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const SPEED_WALK_UP = 5.0
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const SPEED_WALK_UP_STRAFE = 3.0
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@ -22,6 +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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# 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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@ -30,7 +35,8 @@ var camera_rotate_y = 0.0
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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 debug:bool = false
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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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@ -38,6 +44,7 @@ var is_run:bool = false
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var zoom:float = 1.0
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var tps:bool = true
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var animation_object:AnimationPlayer = null
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var anim_idle:String = "CHAR_idle_bored"
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var anim_run:String = "CHAR_run"
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var anim_run_backward:String = "CHAR_run backward"
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@ -46,10 +53,31 @@ var anim_strafe_left_walk:String = "CHAR_strafe_left_walk"
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var anim_strafe_right_walk:String = "CHAR_strafe_right_walk"
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var anim_walk:String = "CHAR_walk"
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var anim_walk_backward:String = "CHAR_walk_backward"
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var anim_fly_idle:String = "CHAR_sitting_ground_idle"
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var anim_fly_run:String = "CHAR_sitting_ground_idle"
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var anim_fly_run_backward:String = "CHAR_sitting_ground_idle"
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var anim_fly_sitting_ground_idle:String = "CHAR_sitting_ground_idle"
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var anim_fly_strafe_left_walk:String = "CHAR_sitting_ground_idle"
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var anim_fly_strafe_right_walk:String = "CHAR_sitting_ground_idle"
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var anim_fly_walk:String = "CHAR_sitting_ground_idle"
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var anim_fly_walk_backward:String = "CHAR_sitting_ground_idle"
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var anim_swim_idle:String = "CHAR_walk"
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var anim_swim_run:String = "CHAR_run"
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var anim_swim_run_backward:String = "CHAR_run backward"
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var anim_swim_sitting_ground_idle:String = "CHAR_walk"
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var anim_swim_strafe_left_walk:String = "CHAR_walk"
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var anim_swim_strafe_right_walk:String = "CHAR_walk"
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var anim_swim_walk:String = "CHAR_walk"
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var anim_swim_walk_backward:String = "CHAR_walk_backward"
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var current_anim:String = anim_idle
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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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func search_animation( obj:Node , root:String = "/") -> bool:
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var ret:bool = false
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@ -84,6 +112,10 @@ func _on_AnimationPlayer_animation_finished(name:String):
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func _init():
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print("wall_min_slide_angle: ", get_wall_min_slide_angle())
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# set_wall_min_slide_angle(1.0)
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set_floor_max_angle(4.0)
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# set_floor_snap_length(0.4)
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pass
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@ -103,6 +135,8 @@ 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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tps = false
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reconciliate_rotate_camera_player = false
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@ -112,8 +146,6 @@ func _input(event):
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elif Input.is_action_pressed("camera_zoom_out"):
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if not tps:
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# Reposition camera TPS back to player
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# $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
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# camera_rotate_y = player_rotate_y
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reconciliate_rotate_camera_player = true
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tps = true
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zoom += ZOOM_STEP_Z
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@ -127,6 +159,20 @@ func _input(event):
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player_sit = not player_sit
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elif Input.is_action_just_pressed("player_automove"):
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player_automove = not player_automove
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elif Input.is_action_just_pressed("switch_state_player"):
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match state_player:
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StatePlayer.WALK:
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print("FLY")
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state_player = StatePlayer.FLY
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$carpet.show()
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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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# $carpet.hide()
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# state_player = StatePlayer.WALK
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# and rotate vertically
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@ -141,12 +187,6 @@ func _input(event):
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is_run = true
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elif Input.is_action_just_released( "move_run" ):
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is_run = false
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# if Input.is_action_just_released("ui_cut"):
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# print("debug on")
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# debug = true
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# if Input.is_action_just_released("ui_copy"):
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# print("debug off")
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# debug = false
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if Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion:
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@ -171,8 +211,32 @@ func _input(event):
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camera_rotate_y = player_rotate_y
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rotate_y( -event.relative.x *0.01 )
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var new_camera_rotate_x = player_head_rotate_x + event.relative.y * 0.01
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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$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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func _physics_process(delta):
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# Add the gravity.
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match state_player:
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StatePlayer.WALK:
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_physics_process_walk(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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func _physics_process_walk(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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@ -294,13 +358,149 @@ func _physics_process(delta):
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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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#print("pos:", get_floor_angle(), " - ", get_wall_min_slide_angle(), " - ", get_floor_max_angle())
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#motion_velocity.y = 0.5
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move_and_slide()
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func _physics_process_fly(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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input_z *= (-camera_rotate_x) * SPEED_FLY
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print("z: ", input_z, " ... ", camera_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
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motion_velocity.y = direction.y * 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.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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print('motion_velocity:', motion_velocity)
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move_and_slide()
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func _process( delta ):
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# if debug:
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# print(reconciliate_rotate_camera_player, ", ", camera_rotate_y,", ", player_rotate_y)
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match state_player:
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StatePlayer.WALK:
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_process_walk(delta)
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StatePlayer.FLY:
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_process_walk(delta)
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StatePlayer.SWIM:
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_process_walk(delta)
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func _process_walk( delta ):
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if reconciliate_rotate_camera_player:
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var diff = camera_rotate_y - player_rotate_y
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@ -329,3 +529,5 @@ func _process( delta ):
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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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@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://dwxrvijqyym70"]
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[gd_scene load_steps=6 format=3 uid="uid://dwxrvijqyym70"]
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[ext_resource type="Script" path="res://player/player.gd" id="1_myhjw"]
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[ext_resource type="PackedScene" uid="uid://ccctktndxnskh" path="res://player/character/character.tscn" id="1_rqqo8"]
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@ -8,6 +8,8 @@
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radius = 0.220923
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height = 2.83965
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[sub_resource type="PlaneMesh" id="PlaneMesh_mwqg4"]
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[node name="player" type="CharacterBody3D"]
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script = ExtResource( "1_myhjw" )
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@ -32,3 +34,7 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0,
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[node name="Camera3D_FPS" type="Camera3D" parent="camera_root"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.56633, 0.222061)
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[node name="carpet" type="MeshInstance3D" parent="."]
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visible = false
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mesh = SubResource( "PlaneMesh_mwqg4" )
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@ -75,3 +75,8 @@ player_automove={
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"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)
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]
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}
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switch_state_player={
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"deadzone": 0.5,
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"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)
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]
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}
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