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

1212 lines
40 KiB
GDScript

extends CharacterBody3D
signal switch_to_ship
enum StatePlayer {NONE = 0, FLY = 1, SWIM = 2, WALK = 3, WALK_WATER=4}
enum AnimationSelected {IDLE = 0, RUN = 1, RUN_BACKWARD = 2, SITTING_GROUND_IDLE = 3,
STRAFE_LEFT_WALK = 4, STRAFE_RIGHT_WALK = 5,
WALK = 6, WALK_BACKWARD = 7}
# Constant
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 DIFF_RUN_WALK = 2.0
const SPEED_RUN_UP = SPEED_WALK_UP * DIFF_RUN_WALK
const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_DOWN = SPEED_WALK_DOWN * DIFF_RUN_WALK
const ZOOM_STEP_Y = 0.05
const ZOOM_STEP_Z = 0.1
const ZOOM_MIN_Z = 0.2
const ZOOM_MAX_Z = 3.0
const ZOOM_DEFAULT = 1.0
const CAMERA_TPS_ROTATE_STEP_X = 0.5
const CAMERA_TPS_ROTATE_STEP_Y = 1.0
const CAMERA_FPS_ROTATE_STEP_X = 10.0
const CAMERA_FPS_ROTATE_STEP_Y = 10.0
const SPEED_ROTATE = PI
const PI_2 = PI / 2.0
const JUMP_FORCE = 4.5
const STEP_FORCE = 50.0
const MUL_SPEED_FLY = 2.0
const MUL_SPEED_SWIM = 0.5
const FACTOR_WALK = 1.0
const FACTOR_WALK_WATER = 0.3
const FACTOR_FLY = 2.0
const FACTOR_SWIM = 0.4
const MUL_SPEED_STEP = 0.2
const SPEED_COLLIDED = 0.0001
const MOVE_CAMERA_Y_STEP = 0.8
const MOVE_CAMERA_Y_MIN = -2.0
const MOVE_CAMERA_Y_MAX = 2.0
const MOVE_CAMERA_Y_OFFSET = 0.01
# 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
var camera_position_y = 0.0
# Player position
var player_rotate_y = 0.0
var player_rotate_x = 0.0
# Activate reconciliation between camera & player
var reconciliate_rotate_camera_player:bool = false
var reconciliate_rotate_player_back:bool = false
var move_camera_back_player:bool = false
# Player run
var is_run:bool = false
var zoom:float = ZOOM_DEFAULT
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"
var anim_sitting_ground_idle:String = "CHAR_sitting_ground_idle"
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_fly"
var anim_fly_run:String = "CHAR_fly"
var anim_fly_run_backward:String = "CHAR_fly"
var anim_fly_sitting_ground_idle:String = "CHAR_fly_idle"
var anim_fly_strafe_left_walk:String = "CHAR_fly"
var anim_fly_strafe_right_walk:String = "CHAR_fly"
var anim_fly_walk:String = "CHAR_fly"
var anim_fly_walk_backward:String = "CHAR_fly"
var anim_swim_idle:String = "CHAR_swim_idle"
var anim_swim_run:String = "CHAR_swim_slow"
var anim_swim_run_backward:String = "CHAR_swim_idle"
var anim_swim_sitting_ground_idle:String = "CHAR_swim_idle"
var anim_swim_strafe_left_walk:String = "CHAR_swim_idle"
var anim_swim_strafe_right_walk:String = "CHAR_swim_idle"
var anim_swim_walk:String = "CHAR_swim_slow"
var anim_swim_walk_backward:String = "CHAR_swim_idle"
var ANIM_WALK = [anim_idle,
anim_run,
anim_run_backward,
anim_sitting_ground_idle,
anim_strafe_left_walk,
anim_strafe_right_walk,
anim_walk,
anim_walk_backward
]
var ANIM_FLY = [anim_fly_idle,
anim_fly_run,
anim_fly_run_backward,
anim_fly_sitting_ground_idle,
anim_fly_strafe_left_walk,
anim_fly_strafe_right_walk,
anim_fly_walk,
anim_fly_walk_backward
]
var ANIM_SWIM = [anim_swim_idle,
anim_swim_run,
anim_swim_run_backward,
anim_swim_sitting_ground_idle,
anim_swim_strafe_left_walk,
anim_swim_strafe_right_walk,
anim_swim_walk,
anim_swim_walk_backward
]
var current_anim:String = anim_idle
var player_sit:bool = false
var player_automove:bool = false
var state_player:StatePlayer = StatePlayer.WALK
var animation_selected:AnimationSelected = AnimationSelected.IDLE
var current_state:StatePlayer = StatePlayer.NONE
var current_animation_selected:AnimationSelected = AnimationSelected.IDLE
var level_water:float
var heigh_underwater_swim = 0.4
var heigh_underwater_walk = 1.0
var stop_move:bool = false
var max_collided_speed = 0.0
@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
@onready var height_step:Vector3 = $RayCastStep.get_position() - $RayCastGround.get_position()
var on_ship:bool = false
var near_boat:Node3D = null
var jump_disabled:bool = false
# Use to calculate collision for camera
var distance_cam:float = 0.0
var angle_rotate_camera_x:float = sin(CAMERA_TPS_ROTATE_STEP_X)
# Action InProgress
var is_camera_move_up:bool = false
var is_camera_move_down:bool = false
var is_camera_move_left:bool = false
var is_camera_move_right:bool = false
var offset_camera_target:float =0.0
var offset_camera_current:float =0.0
var offset_camera_walk:float = 0.0
var offset_camera_fly:float = 0.0
var offset_camera_swim:float = 0.0
var save_enabled:bool = false
var save_tps:bool = true
var save_camera_rotate_x:float
var save_camera_rotate_y:float
var save_camera_position_y:float
var save_zoom:float
func save_position_camera():
#Common.msg_debug("Save pos camera")
save_tps = tps
save_camera_rotate_x = camera_rotate_x
save_camera_rotate_y = camera_rotate_y
save_zoom = zoom
save_camera_position_y = camera_position_y
save_enabled = true
func restore_position_camera():
if ! save_enabled:
return
if save_tps:
restore_camera_tps()
else:
switch_camera_fps()
save_enabled = false
func restore_camera_tps():
#Common.msg_debug("restore_camera_tps")
tps = true
reconciliate_rotate_camera_player = false
# Recover rotate Y
$camera_root/horizontal_root.rotate_y( save_camera_rotate_y - camera_rotate_y )
camera_rotate_y = save_camera_rotate_y
# Recover rotate X
$camera_root/horizontal_root/vertical_root.rotate_x( save_camera_rotate_x - camera_rotate_x )
camera_rotate_x = save_camera_rotate_x
# Recover zoom
var zoomorign = save_zoom
var curzoom = save_zoom - ZOOM_MIN_Z
var fac = curzoom / ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
zoom = ZOOM_MIN_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
# Position Camera on Y
var pos:Vector3 = $camera_root.get_position()
pos.y -= camera_position_y - save_camera_position_y
$camera_root.set_position( pos )
camera_position_y = save_camera_position_y
# Move slowly the camera to detect collision (and stop camera)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
var last_zoom = 0.0
while zoom < zoomorign and zoom != last_zoom:
last_zoom = zoom
camera_zoom_out()
func switch_state(new_state):
if state_player == new_state:
return
state_player = new_state
match state_player:
StatePlayer.WALK_WATER:
Common.msg_debug("switch camera WALK (WALK_WATER)")
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_WALK
camera_fps.make_current()
tps = false
else:
camera_fps = $camera_root/Camera3D_FPS_WALK
$CollisionWalk.disabled = false
$CollisionFly.disabled = true
$CollisionSwim.disabled = true
offset_camera_target = offset_camera_walk
StatePlayer.WALK:
Common.msg_debug("switch camera WALK")
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_WALK
camera_fps.make_current()
tps = false
else:
camera_fps = $camera_root/Camera3D_FPS_WALK
$CollisionWalk.disabled = false
$CollisionFly.disabled = true
$CollisionSwim.disabled = true
offset_camera_target = offset_camera_walk
StatePlayer.FLY:
Common.msg_debug("switch camera FLY")
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_FLY
camera_fps.make_current()
tps = false
else:
camera_fps = $camera_root/Camera3D_FPS_FLY
$CollisionWalk.disabled = true
$CollisionFly.disabled = false
$CollisionSwim.disabled = true
offset_camera_target = offset_camera_fly
StatePlayer.SWIM:
Common.msg_debug("switch camera SWIM")
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_SWIM
camera_fps.make_current()
tps = false
else:
camera_fps = $camera_root/Camera3D_FPS_SWIM
$CollisionWalk.disabled = true
$CollisionFly.disabled = true
$CollisionSwim.disabled = false
offset_camera_target = offset_camera_swim
func search_animation( obj:Node , root:String = "/") -> bool:
var ret:bool = false
for i in obj.get_children():
print("DEBUG - search_animation: " + root + String(i.get_name()))
if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player":
animation_object = i
return true
else:
ret = search_animation(i, root + String(i.get_name()) + "/" )
if ret == true:
return ret
return false
func print_list_animation():
for key in animation_object.get_animation_list():
print('Anim detected: ', key)
func switch_animation(name:String):
#print(">", name)
if name != current_anim and animation_object.has_animation(name):
current_anim = name
animation_object.play( name )
if not animation_object.is_connected("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name)):
animation_object.connect("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name))
func select_animation(animation:AnimationSelected):
if current_state != StatePlayer.NONE:
if current_state == state_player and current_animation_selected == animation:
return
current_state = state_player
current_animation_selected = animation
match current_state:
StatePlayer.WALK_WATER:
switch_animation(ANIM_WALK[current_animation_selected])
StatePlayer.WALK:
switch_animation(ANIM_WALK[current_animation_selected])
StatePlayer.FLY:
switch_animation(ANIM_FLY[current_animation_selected])
StatePlayer.SWIM:
switch_animation(ANIM_SWIM[current_animation_selected])
func _on_AnimationPlayer_animation_finished(name:String):
print("End animation: " , name)
func _init():
print("wall_min_slide_angle: ", get_wall_min_slide_angle())
print("get_floor_max_angle: ", get_floor_max_angle())
print("get_floor_snap_length: ", get_floor_snap_length())
# set_wall_min_slide_angle(1.0)
#set_floor_max_angle(4.0)
# set_floor_snap_length(0.4)
pass
func offset_y(obj1:Node3D, obj2:Node3D):
return obj2.get_global_transform().origin.y - obj1.get_global_transform().origin.y
func _ready():
# Place the mouse at the center of the screen
get_viewport().warp_mouse(starting_point)
#$RayCastGround.rotate_x( -get_floor_max_angle() )
search_animation($Mesh/character, "/")
print_list_animation()
switch_state(StatePlayer.WALK)
offset_camera_fly = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_FLY)
offset_camera_swim = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_SWIM)
Common.msg_debug("offset_camera_fly: " + str(offset_camera_fly))
Common.msg_debug("offset_camera_swim: " + str(offset_camera_swim))
heigh_underwater_walk = $Water_Walk_Max_Level.get_global_transform().origin.y
Common.msg_debug("heigh_underwater_walk: " + str(heigh_underwater_walk))
heigh_underwater_swim = $Water_Swim_Max_Level.get_global_transform().origin.y
Common.msg_debug("heigh_underwater_swim: " + str(heigh_underwater_swim))
# var obj1 = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseUp.get_global_transform().origin
# var obj2 = $camera_root.get_global_transform().origin
# distance_cam = obj2.distance_to(obj1)
# Common.msg_debug("distance: " + str(distance_cam))
# Common.msg_debug(str(sin(CAMERA_TPS_ROTATE_STEP_X)))
# update_collision_exception()
func update_collision(target:RayCast3D, obj:Node3D):
Common.msg_debug("child:" + str(obj))
target.add_exception(obj)
for child in obj.get_children():
if child is Node3D:
update_collision(target, child)
func update_collision_exception():
var target:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseColl
target.clear_exceptions()
target.add_exception($CollisionWalk)
update_collision(target, $Mesh)
target.force_raycast_update()
# target.add_exception($Mesh)
# for child in $Mesh.get_children():
# Common.msg_debug("child:" + str(child))
# target.add_exception(child)
func get_distance(obj1: Node3D, obj2: Node3D) -> float:
return obj1.get_global_transform().origin.distance_to(obj2.get_global_transform().origin)
func get_distance_vector(obj1: Vector3, obj2: Vector3) -> float:
return obj1.distance_to(obj2)
func _input(event):
if Input.is_action_just_pressed("INPUT_VIEW_BACK_ONLY_PRESSED", true):
save_position_camera()
switch_camera_tps_back()
elif Input.is_action_just_released("INPUT_VIEW_BACK_ONLY_PRESSED", true):
restore_position_camera()
if tps:
if Input.is_action_pressed("INPUT_VIEW_FRONT", true) and tps:
# Move camera position on front
switch_camera_tps_front()
elif Input.is_action_pressed("INPUT_VIEW_BACK", true) and tps:
# Move camera position on back
switch_camera_tps_back()
if Input.is_action_pressed("INPUT_VIEW_ZOOM_IN", true):
camera_zoom_in()
elif Input.is_action_pressed("INPUT_VIEW_ZOOM_OUT", true):
camera_zoom_out()
if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_FPS_TPS", true):
switch_camera_fps()
if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
# Mouse Button Right (start)
pass
elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
# Mouse Button Right (stop)
pass
elif Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"):
# Mouse Button Left (start)
pass
elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_ONLY"):
# Mouse Button Left (stop)
pass
elif Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"):
if event is InputEventMouseMotion:
move_camera(event.relative.y * 0.01 , - event.relative.x *0.01)
if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
reconciliate_rotate_camera_player = true
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
# reconciliate_rotate_camera_player = false # continue move camera, and stop when it's arrive in final position
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"):
if event is InputEventMouseMotion:
camera_rotate_y = player_rotate_y
player_rotate_y += event.relative.x *0.01
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
rotate_y( -event.relative.x *0.01 )
var new_camera_rotate_x = player_rotate_x + event.relative.y * 0.01
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
camera_fps.rotate_x( event.relative.y * 0.01 )
player_rotate_x = new_camera_rotate_x
if Input.is_action_pressed("INPUT_VIEW_ZOOM_OUT", true):
camera_zoom_out()
elif Input.is_action_just_pressed("INPUT_VIEW_CAMERA_FPS_TPS", true):
switch_camera_tps()
# Action on both state FPS or TPS
if Input.is_action_just_pressed("INPUT_ACTION_SIT_DOWN", true):
player_sit = not player_sit
elif Input.is_action_just_pressed("INPUT_ACTION_AUTO_UP", true):
player_automove = not player_automove
elif Input.is_action_just_pressed("INPUT_ACTION_FLY", true):
match state_player:
StatePlayer.WALK:
switch_state(StatePlayer.FLY)
StatePlayer.FLY:
switch_state(StatePlayer.WALK)
elif Input.is_action_just_released("INPUT_ACTION_RUN", true):
is_run = !is_run
func _input_in_ship(event):
if Input.is_action_just_pressed("INPUT_ACTION_ENTER_VEHICLE"):
on_ship = false
player_sit = false
return
func switch_camera_fps():
#Common.msg_debug("switch_camera_fps")
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
camera_fps.make_current()
tps = false
reconciliate_rotate_camera_player = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
camera_rotate_y = player_rotate_y
func switch_camera_tps():
Common.msg_debug("switch_camera_tps")
tps = true
reconciliate_rotate_camera_player = true
# Recover rotate Y
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
camera_rotate_y = player_rotate_y
# Recover rotate X
$camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x )
camera_rotate_x = player_rotate_x
# Recover zoom
var zoomorign = zoom
var curzoom = zoom - ZOOM_MIN_Z
var fac = curzoom / ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
zoom = ZOOM_MIN_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
# Position Camera on Y
var pos:Vector3 = $camera_root.get_position()
pos.y -= camera_position_y
$camera_root.set_position( pos )
camera_position_y = 0.0
# Move slowly the camera to detect collision (and stop camera)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
var last_zoom = 0.0
while zoom < zoomorign and zoom != last_zoom:
last_zoom = zoom
camera_zoom_out()
func switch_camera_tps_front():
#Common.msg_debug("switch_camera_tps_front")
# Recover rotate Y
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
camera_rotate_y = player_rotate_y
# Recover rotate X
$camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x )
camera_rotate_x = player_rotate_x
# Recover zoom
var curzoom = zoom - ZOOM_MIN_Z
var fac = curzoom / ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
zoom = ZOOM_MIN_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
# Position Camera on Y
var pos:Vector3 = $camera_root.get_position()
pos.y -= camera_position_y
$camera_root.set_position( pos )
camera_position_y = 0.0
# Move slowly the camera to detect collision (and stop camera)
var last_zoom = 0.0
while zoom < ZOOM_DEFAULT and zoom != last_zoom:
last_zoom = zoom
camera_zoom_out()
func switch_camera_tps_back():
#Common.msg_debug("switch_camera_tps_back")
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y + PI )
camera_rotate_y = player_rotate_y + PI
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
# Recover rotate X
$camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x )
camera_rotate_x = player_rotate_x
# Recover zoom
var curzoom = zoom - ZOOM_MIN_Z
var fac = curzoom / ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
zoom = ZOOM_MIN_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
# Position Camera on Y
var pos:Vector3 = $camera_root.get_position()
pos.y -= camera_position_y
$camera_root.set_position( pos )
camera_position_y = 0.0
# Move slowly the camera to detect collision (and stop camera)
var last_zoom = 0.0
while zoom < ZOOM_DEFAULT and zoom != last_zoom:
last_zoom = zoom
camera_zoom_out()
func camera_zoom_in():
if zoom > ZOOM_MIN_Z:
zoom -= ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -ZOOM_STEP_Y, -ZOOM_STEP_Z)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
#detect_camera_collision()
if zoom < ZOOM_MIN_Z:
Common.msg_debug("camera_zoom_in:" + str(zoom) + " < " + str(ZOOM_MIN_Z))
switch_camera_fps()
func camera_zoom_out():
if not tps:
switch_camera_tps()
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Back
coll.force_raycast_update()
if ! coll.is_colliding():
zoom += ZOOM_STEP_Z
if zoom >= ZOOM_MAX_Z:
zoom = ZOOM_MAX_Z
else:
var zoom3D:Vector3 = Vector3(0.0, ZOOM_STEP_Y, ZOOM_STEP_Z)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
#detect_camera_collision()
func loop_collision_x(col:RayCast3D, maxloop:int, angle_x:float ):
var maxloop_origin = maxloop
col.force_raycast_update()
if not col.is_colliding():
return
while maxloop > 0:
var new_camera_rotate_x = camera_rotate_x + angle_x
if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( angle_x )
camera_rotate_x = new_camera_rotate_x
maxloop -= 1
col.force_raycast_update()
if not col.is_colliding():
loop_collision_x_step_2(col, 100, -angle_x/100.0)
return
func loop_collision_x_step_2(col:RayCast3D, maxloop:int, angle_x:float ):
var maxloop_origin = maxloop
col.force_raycast_update()
if col.is_colliding():
return
while maxloop > 0:
var new_camera_rotate_x = camera_rotate_x + angle_x
if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( angle_x )
camera_rotate_x = new_camera_rotate_x
maxloop -= 1
col.force_raycast_update()
if col.is_colliding():
loop_collision_x_step_3(col, 10, -angle_x/10.0)
return
func loop_collision_x_step_3(col:RayCast3D, maxloop:int, angle_x:float ):
var maxloop_origin = maxloop
col.force_raycast_update()
if not col.is_colliding():
return
while maxloop > 0:
var new_camera_rotate_x = camera_rotate_x + angle_x
if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( angle_x )
camera_rotate_x = new_camera_rotate_x
maxloop -= 1
col.force_raycast_update()
if not col.is_colliding():
return
func loop_collision_y(col:RayCast3D, maxloop:int, angle_y:float ):
var maxloop_origin = maxloop
var new_camera_rotate_y
col.force_raycast_update()
if not col.is_colliding():
return
if tps:
var diff = camera_rotate_y - player_rotate_y
if diff <= 0.01 and diff >= -0.01:
move_camera_back_player = true
while maxloop > 0:
new_camera_rotate_y = camera_rotate_y + angle_y
if new_camera_rotate_y > PI:
new_camera_rotate_y -= TAU
elif new_camera_rotate_y <= -PI:
new_camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( angle_y )
camera_rotate_y = new_camera_rotate_y
maxloop -= 1
col.force_raycast_update()
if not col.is_colliding():
loop_collision_y_step_2(col, 20, -angle_y/10.0)
return
func loop_collision_y_step_2(col:RayCast3D, maxloop:int, angle_y:float ):
var maxloop_origin = maxloop
col.force_raycast_update()
if col.is_colliding():
return
while maxloop > 0:
var new_camera_rotate_y = camera_rotate_y + angle_y
if new_camera_rotate_y > PI:
new_camera_rotate_y -= TAU
elif new_camera_rotate_y <= -PI:
new_camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( angle_y )
camera_rotate_y = new_camera_rotate_y
maxloop -= 1
col.force_raycast_update()
if col.is_colliding():
loop_collision_y_step_3(col, 10, -angle_y/10.0)
return
func loop_collision_y_step_3(col:RayCast3D, maxloop:int, angle_y:float ):
var maxloop_origin = maxloop
col.force_raycast_update()
if not col.is_colliding():
return
while maxloop > 0:
var new_camera_rotate_y = camera_rotate_y + angle_y
if new_camera_rotate_y > PI:
new_camera_rotate_y -= TAU
elif new_camera_rotate_y <= -PI:
new_camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( angle_y )
camera_rotate_y = new_camera_rotate_y
maxloop -= 1
col.force_raycast_update()
if not col.is_colliding():
return
func detect_camera_collision_x(angle_x):
var dis = get_distance($camera_root/horizontal_root/vertical_root, $camera_root/horizontal_root/vertical_root/Camera3D_TPS)
if angle_x >= 0.0:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Up
var dey:float = dis * sin(angle_x)
#Common.msg_debug("dis:" + str(dis) + " angle_x:" + str(angle_x) + " deY:" + str(dey))
var pos:Vector3 = Vector3(0.0, dey + 0.2 , 0.0)
coll.set_target_position(pos)
loop_collision_x(coll, 20, -0.01 )
if angle_x <= 0.0:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Down
var dey:float = dis * sin(angle_x)
#Common.msg_debug("dis:" + str(dis) + " angle_x:" + str(angle_x) + " deY:" + str(dey))
var pos:Vector3 = Vector3(0.0, dey - 0.2 , 0.0)
coll.set_target_position(pos)
loop_collision_x(coll, 20, +0.01 )
func detect_camera_collision_y(angle_y):
var dis = get_distance($camera_root/horizontal_root/vertical_root, $camera_root/horizontal_root/vertical_root/Camera3D_TPS)
if angle_y >= 0.0:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Right
var dey:float = dis * sin(angle_y)
#Common.msg_debug("dis:" + str(dis) + " angle_y:" + str(angle_y) + " deY:" + str(dey))
var pos:Vector3 = Vector3(dey + 0.2, 0.0 , 0.0)
coll.set_target_position(pos)
loop_collision_y(coll, 20, -0.01 )
if angle_y <= 0.0:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Left
var dey:float = dis * sin(angle_y)
#Common.msg_debug("dis:" + str(dis) + " angle_y:" + str(angle_y) + " deY:" + str(dey))
var pos:Vector3 = Vector3(dey - 0.2, 0.0 , 0.0)
coll.set_target_position(pos)
loop_collision_y(coll, 20, +0.01 )
func rotate_camera_y(angle_y):
var coll:RayCast3D
if angle_y >= 0.0:
coll = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Right
else:
coll = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Left
if coll.is_colliding():
return
camera_rotate_y -= angle_y
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( -angle_y )
detect_camera_collision_y(-angle_y)
func move_camera(angle_x, angle_y):
var new_camera_rotate_x = camera_rotate_x + angle_x
if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( angle_x )
camera_rotate_x = new_camera_rotate_x
detect_camera_collision_x(angle_x)
rotate_camera_y(angle_y)
func move_camera_y(delta_y:float):
var posTarget:Vector3 = $camera_root.get_position()
if delta_y >= 0.0:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Up
var pos:Vector3 = Vector3(0.0, delta_y+0.2 , 0.0)
coll.set_target_position(pos)
coll.force_raycast_update()
if coll.is_colliding():
return true
else:
var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Down
var pos:Vector3 = Vector3(0.0, delta_y-0.2 , 0.0)
coll.set_target_position(pos)
coll.force_raycast_update()
if coll.is_colliding():
return true
posTarget.y += delta_y
camera_position_y += delta_y
$camera_root.set_position(posTarget)
detect_camera_collision_y(delta_y)
return false
func move_camera_y_by_step(delta_y:float, step_y:float):
var cur:float = 0.0
var coll:bool = false
if delta_y >= 0.0:
if delta_y < step_y:
step_y = delta_y
coll = move_camera_y(step_y)
cur += step_y
else:
while !coll and cur < delta_y + step_y:
coll = move_camera_y(step_y)
cur += step_y
if delta_y - cur < step_y:
step_y = delta_y - cur
coll = move_camera_y(step_y)
cur += step_y
else:
if delta_y > -step_y:
step_y = delta_y
coll = move_camera_y(step_y)
cur += step_y
else:
while !coll and cur > delta_y - step_y:
coll = move_camera_y(-step_y)
cur -= step_y
if delta_y - cur > -step_y:
step_y = delta_y - cur
coll = move_camera_y(step_y)
cur += step_y
return cur
func move_camera_y_one_step(delta_y:float, step_y:float):
var cur:float = 0.0
var coll:bool = false
if delta_y >= 0.0:
if delta_y < step_y:
step_y = delta_y
coll = move_camera_y(step_y)
cur += step_y
else:
if !coll:
coll = move_camera_y(step_y)
cur += step_y
elif delta_y - cur < step_y:
step_y = delta_y - cur
coll = move_camera_y(step_y)
cur += step_y
else:
if delta_y > -step_y:
step_y = delta_y
coll = move_camera_y(step_y)
cur += step_y
else:
if !coll:
coll = move_camera_y(-step_y)
cur -= step_y
elif delta_y - cur > -step_y:
step_y = delta_y - cur
coll = move_camera_y(step_y)
cur += step_y
return cur
func _physics_process(delta):
if (state_player == StatePlayer.WALK or state_player == StatePlayer.WALK_WATER) and (not is_on_floor()):
velocity.y -= gravity * delta
if tps:
var camx = (Input.get_action_strength("INPUT_VIEW_CAMERA_UP", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_DOWN", true)) * CAMERA_TPS_ROTATE_STEP_X * delta
var camy = (Input.get_action_strength("INPUT_VIEW_CAMERA_LEFT", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_RIGHT", true)) * CAMERA_TPS_ROTATE_STEP_Y * delta
move_camera(camx, camy)
var delta_y = (Input.get_action_strength("INPUT_VIEW_UP", true) - Input.get_action_strength("INPUT_VIEW_DOWN", true)) * MOVE_CAMERA_Y_STEP * delta
#Common.msg_debug("step y:" + str(delta_y))
if delta_y != 0.0 and camera_position_y + delta_y <= MOVE_CAMERA_Y_MAX and camera_position_y + delta_y >= MOVE_CAMERA_Y_MIN:
# move_camera_y(delta_y)
move_camera_y_by_step(delta_y, 0.1 )
# var cur = move_camera_y_by_step(delta_y, 0.1 )
# Common.msg_debug("cur:" + str(cur))
else:
var camx = (Input.get_action_strength("INPUT_VIEW_CAMERA_UP", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_DOWN", true)) * CAMERA_FPS_ROTATE_STEP_X * delta
var camy = (Input.get_action_strength("INPUT_VIEW_CAMERA_LEFT", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_RIGHT", true)) * CAMERA_FPS_ROTATE_STEP_Y * delta
var dy = camy * delta * SPEED_ROTATE
player_rotate_y += dy
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( dy )
var dx = - camx * delta * SPEED_ROTATE
var new_camera_rotate_x = player_rotate_x + dx
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
camera_fps.rotate_x( dx )
player_rotate_x = new_camera_rotate_x
if state_player == StatePlayer.WALK_WATER:
if get_position().y <= level_water - heigh_underwater_walk:
Common.msg_debug("get_position.y:" + str(get_position().y) + " <= [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk))
switch_state(StatePlayer.SWIM)
return
if (state_player == StatePlayer.WALK or state_player == StatePlayer.WALK_WATER):
pass
func _process( delta ):
var input_y: float = 0.0
var input_x: float = 0.0
var input_z: float = 0.0
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
var mulstep: float = 1.0
var speed: float
var y = 0
var animation_selected:AnimationSelected = AnimationSelected.IDLE
if offset_camera_current != offset_camera_target:
var offset_diff = move_camera_y_one_step( offset_camera_target - offset_camera_current, MOVE_CAMERA_Y_OFFSET)
offset_camera_current += offset_diff
if reconciliate_rotate_player_back:
var diff = camera_rotate_y - player_rotate_y
if not Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
if diff <= 0.01 and diff >= -0.01:
reconciliate_rotate_player_back = false
return
if diff > PI:
diff = camera_rotate_y - player_rotate_y - TAU
elif diff < -PI:
diff = camera_rotate_y - player_rotate_y + TAU
var absdiff = diff
if absdiff < 0.0:
absdiff = -absdiff
if absdiff <= 0.5 * delta:
rotate_camera_y(diff)
else:
if diff >= 0.0:
diff = delta * SPEED_ROTATE
else:
diff = -delta * SPEED_ROTATE
rotate_camera_y(diff)
elif reconciliate_rotate_camera_player:
var diff = camera_rotate_y - player_rotate_y
if not Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
if diff <= 0.01 and diff >= -0.01:
reconciliate_rotate_camera_player = false
return
if diff > PI:
diff = camera_rotate_y - player_rotate_y - TAU
elif diff < -PI:
diff = camera_rotate_y - player_rotate_y + TAU
var absdiff = diff
if absdiff < 0.0:
absdiff = -absdiff
if absdiff <= 0.5 * delta:
$Mesh.rotate_y( diff )
$CollisionFly.rotate_y( diff )
$CollisionFlyIdle.rotate_y( diff )
$CollisionSwim.rotate_y( diff )
$CollisionWalk.rotate_y( diff )
$camera_root.rotate_y( diff )
$RayCastGround.rotate_y( diff )
$RayCastStep.rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y = camera_rotate_y
else:
if diff >= 0.0:
diff = delta * SPEED_ROTATE
else:
diff = -delta * SPEED_ROTATE
self.rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y += diff
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
# elif move_camera_back_player:
# var diff:float = camera_rotate_y - player_rotate_y
# var step:float = 0.0
# if diff < 0.0:
# step = +0.1
# else:
# step = -0.1
# rotate_camera_y(step)
# diff = camera_rotate_y - player_rotate_y
# if diff < 0.0:
# diff = -diff
# if diff < 0.01:
# move_camera_back_player = false
if Input.is_action_pressed("INPUT_ACTION_RIGHT"):
y -= 1
if Input.is_action_pressed("INPUT_ACTION_LEFT"):
y += 1
if y != 0:
var angle_y = y * delta * SPEED_ROTATE
if tps:
if reconciliate_rotate_camera_player:
camera_rotate_y += angle_y
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( angle_y )
detect_camera_collision_y( angle_y)
else:
camera_rotate_y += angle_y
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
player_rotate_y += angle_y
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
rotate_y( angle_y )
detect_camera_collision_y( angle_y)
else:
player_rotate_y += angle_y
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( angle_y )
#detect_camera_collision_y( angle_y) # Ignore detection, will try to reposition after
if Input.is_action_pressed("INPUT_ACTION_UP") or (Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") and Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY")):
input_y = 1.0
input_z = 1.0
move_up = true
if Input.is_action_pressed("INPUT_ACTION_UP"):
reconciliate_rotate_player_back = true
elif Input.is_action_pressed("INPUT_ACTION_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
if Input.is_action_pressed("INPUT_ACTION_STRAFE_LEFT"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("INPUT_ACTION_STRAFE_RIGHT"):
input_x = -1.0
move_strafe = true
else:
input_x = 0.0
if state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK:
input_z = 0.0
else:
if tps:
input_z *= (-camera_rotate_x)
else:
input_z *= (-player_rotate_x)
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
animation_selected = AnimationSelected.RUN
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
animation_selected = AnimationSelected.RUN_BACKWARD
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
animation_selected = AnimationSelected.STRAFE_LEFT_WALK
else:
animation_selected = AnimationSelected.STRAFE_RIGHT_WALK
elif move_up:
speed = SPEED_RUN_UP
animation_selected = AnimationSelected.RUN
else:
speed = SPEED_RUN_DOWN
if move_down:
animation_selected = AnimationSelected.RUN_BACKWARD
else:
animation_selected = AnimationSelected.IDLE
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
animation_selected = AnimationSelected.WALK
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
animation_selected = AnimationSelected.WALK_BACKWARD
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
animation_selected = AnimationSelected.STRAFE_LEFT_WALK
else:
animation_selected = AnimationSelected.STRAFE_RIGHT_WALK
elif move_up:
speed = SPEED_WALK_UP
animation_selected = AnimationSelected.WALK
else:
speed = SPEED_WALK_DOWN
if move_down:
animation_selected = AnimationSelected.WALK_BACKWARD
else:
animation_selected = AnimationSelected.IDLE
if input_x == 0.0 and input_y == 0.0:
if player_sit:
animation_selected = AnimationSelected.SITTING_GROUND_IDLE
else:
animation_selected = AnimationSelected.IDLE
match state_player:
StatePlayer.WALK_WATER:
Common.msg_debug("WALK_WATER ** level_water: " + str(level_water) + " get_position.y:" + str(get_position().y) + " > [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk))
if get_position().y > level_water - heigh_underwater_walk:
#Common.msg_debug("get_position.y:" + str(get_position().y) + " > [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk))
mulstep = FACTOR_WALK_WATER
if not is_on_floor():
velocity.y -= gravity * delta
else:
switch_state(StatePlayer.SWIM)
mulstep = FACTOR_SWIM
StatePlayer.WALK:
#Common.msg_debug("WALK")
mulstep = FACTOR_WALK
if not is_on_floor():
velocity.y -= gravity * delta
StatePlayer.FLY:
#Common.msg_debug("FLY")
mulstep = FACTOR_FLY
StatePlayer.SWIM:
Common.msg_debug("SWIM - get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim))
if is_on_floor() and get_position().y >= level_water - heigh_underwater_swim:
#Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim))
switch_state(StatePlayer.WALK_WATER)
mulstep = FACTOR_WALK_WATER
else:
mulstep = FACTOR_SWIM
select_animation(animation_selected)
var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
if direction:
velocity.x = direction.x * speed * mulstep
velocity.z = direction.z * speed * mulstep
if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK):
velocity.y = direction.y * speed * mulstep
else:
velocity.x = move_toward(velocity.x, 0, speed * mulstep)
velocity.z = move_toward(velocity.z, 0, speed * mulstep)
if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK):
velocity.y = move_toward(velocity.y, 0, speed * mulstep)
var save_velocity:Vector3 = velocity
var collided = move_and_slide()
if state_player == StatePlayer.SWIM:
if collided == false and level_water <= get_position().y:
Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [0] " + str( level_water))
# force always under water (if not collision)
var tmp = get_position()
tmp.y = level_water
set_position(tmp)
elif collided == true and get_position().y >= level_water - heigh_underwater_swim:
Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim))
switch_state(StatePlayer.WALK_WATER)
if not is_on_floor():
velocity.y -= gravity * delta
elif state_player == StatePlayer.WALK:
if collided and is_on_floor() and (input_x != 0.0 or input_y != 0.0) and !$RayCastStep.is_colliding():
var delta_1:Vector3 = get_position_delta()
var areawalk = delta_1.x * delta_1.x + delta_1.z * delta_1.z
if (areawalk * 10.0 < max_collided_speed) or (is_run and (areawalk * 10.0 < max_collided_speed * DIFF_RUN_WALK )):
var jump_step:Vector3 = height_step
translate(jump_step)
velocity = save_velocity - delta_1 # (save_velocity - delta_1) * MUL_SPEED_STEP
move_and_slide()
velocity.x = 0.0
velocity.y = -STEP_FORCE
velocity.z = 0.0
collided = move_and_slide()
else:
var delta_1:Vector3 = get_position_delta()
var areawalk = (delta_1.x * delta_1.x + delta_1.z * delta_1.z) / speed * mulstep
if !is_run and max_collided_speed < areawalk:
max_collided_speed = areawalk
func enter_underwater():
# function called by Area3D (Water Object)
level_water = get_position().y
switch_state(StatePlayer.WALK_WATER)
func exit_underwater():
# function called by Area3D (Water Object)
switch_state(StatePlayer.WALK)
func enter_boat(boat:Node3D):
print("enter_boat")
near_boat = boat
print(boat.name)
func exit_boat(boat:Node3D):
print("exit_boat")
if boat == near_boat:
near_boat = null
func _on_timer_jump_timeout():
jump_disabled = false