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author | Malfurious <m@lfurio.us> | 2022-07-17 21:11:44 -0400 |
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committer | Malfurious <m@lfurio.us> | 2022-07-17 21:11:44 -0400 |
commit | 4a9ff23bb13bfe5c182222fdb4314afc4f5c1fa8 (patch) | |
tree | 78c01d91420317c472afc9111b8d3e1d9ed8e085 /assets/view_model/ViewModel.gd | |
parent | 8c70036b4396fc909f0acf22e76d6f4da185a0b7 (diff) | |
parent | d9f1c33887761b8bcbc143e6d4582d634a9fd6ce (diff) | |
download | project-s-4a9ff23bb13bfe5c182222fdb4314afc4f5c1fa8.tar.gz project-s-4a9ff23bb13bfe5c182222fdb4314afc4f5c1fa8.zip |
Merge branch 'initial-character-behavior'
* initial-character-behavior:
Add view model implementing character movement
Define basic key bindings
Add placeholder character object
Add generic weapon
Diffstat (limited to '')
-rw-r--r-- | assets/view_model/ViewModel.gd | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd new file mode 100644 index 0000000..7d5ce70 --- /dev/null +++ b/assets/view_model/ViewModel.gd @@ -0,0 +1,61 @@ +extends Spatial + +export var aim_sensitivity = 0.035 +export var movement_speed = 7 +export var jump_strength = 12.5 +export var gravity = 35 + +var velocity = Vector3.ZERO +var snap = Vector3.DOWN + +onready var character = $BaseCharacter +onready var anchor = $Anchor +onready var spring_arm = $Anchor/SpringArm + +func _ready(): + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + +func _process(_delta): + # The character model and the spring arm anchor are independent to allow them to rotate + # independently. Recouple their translations here so that the camera follows the model through + # space. + anchor.translation = character.translation + +func _physics_process(delta): + # Intended movement direction with the rotational angle adjusted by the camera's aim direction + var move_direction = Vector3.ZERO + move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") + move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward") + move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized() + + # Update velocity by new movement direction and continued effect of "gravity" + velocity.x = move_direction.x * movement_speed + velocity.z = move_direction.z * movement_speed + velocity.y -= gravity * delta + + # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces. + # Allow jump action for only one frame if already standing on a floor. + var just_landed = character.is_on_floor() and snap == Vector3.ZERO + var jump = character.is_on_floor() and Input.is_action_just_pressed("jump") + if jump: + velocity.y = jump_strength + snap = Vector3.ZERO + elif just_landed: + snap = Vector3.DOWN + + # Move character. Param 4 (true) means stop on slopes + velocity = character.move_and_slide_with_snap(velocity, snap, Vector3.UP, true) + + # Update character look direction if moved + if move_direction.length() > 0.2: + var look_direction = Vector2(-velocity.z, -velocity.x) + character.rotation.y = look_direction.angle() + +func _unhandled_input(event): + # Implement mouse aim direction + if event is InputEventMouseMotion: + spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity + spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90) + + spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity + spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360) |