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authorMalfurious <m@lfurio.us>2023-04-24 07:50:00 -0400
committerMalfurious <m@lfurio.us>2023-04-24 07:50:00 -0400
commit97dd79339284b033774ac74a04dd4a255475261a (patch)
tree951d3c29e676c14c9f165b32143e9aaae8ec4f6a /godot3-prototype/assets/view_model
parent53091fce91ce03aae208bd0c61ee28830b34387d (diff)
downloadproject-s-master.tar.gz
project-s-master.zip
Move Godot 3 project to a new subdirectoryHEADmaster
Signed-off-by: Malfurious <m@lfurio.us>
Diffstat (limited to 'godot3-prototype/assets/view_model')
-rw-r--r--godot3-prototype/assets/view_model/ViewModel.gd91
-rw-r--r--godot3-prototype/assets/view_model/ViewModel.tscn22
2 files changed, 113 insertions, 0 deletions
diff --git a/godot3-prototype/assets/view_model/ViewModel.gd b/godot3-prototype/assets/view_model/ViewModel.gd
new file mode 100644
index 0000000..96e0f3e
--- /dev/null
+++ b/godot3-prototype/assets/view_model/ViewModel.gd
@@ -0,0 +1,91 @@
+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
+
+export(NodePath) onready var character = get_node(character)
+onready var anchor = $Anchor
+onready var spring_arm = $Anchor/SpringArm
+onready var fps_label = $fps_label
+
+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
+
+ # Update fps counter in HUD
+ fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
+
+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 to face towards aiming if firing
+ if Input.is_action_pressed("fire"):
+ character.look_angle = spring_arm.rotation.y
+ character.weapon_pitch = -spring_arm.rotation.x
+ # Update character look direction if moved
+ elif move_direction.length() > 0.2:
+ var look_direction = Vector2(-velocity.z, -velocity.x)
+ character.look_angle = look_direction.angle()
+ character.weapon_pitch = 0
+ else:
+ character.weapon_pitch = 0
+
+ # Handle extra player inputs
+ character.is_firing = Input.is_action_pressed("fire")
+
+ if Input.is_action_just_pressed("ping"):
+ cycle_parent()
+
+ if Input.is_action_just_pressed("menu"):
+ get_tree().quit()
+
+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)
+
+func cycle_parent():
+ var parents = get_tree().get_nodes_in_group("players")
+ var idx = parents.find(character)
+
+ if idx < 0 or idx == parents.size() - 1:
+ if parents.size() > 0:
+ character = parents[0]
+ else:
+ character = parents[idx + 1]
diff --git a/godot3-prototype/assets/view_model/ViewModel.tscn b/godot3-prototype/assets/view_model/ViewModel.tscn
new file mode 100644
index 0000000..f6390af
--- /dev/null
+++ b/godot3-prototype/assets/view_model/ViewModel.tscn
@@ -0,0 +1,22 @@
+[gd_scene load_steps=2 format=2]
+
+[ext_resource path="res://assets/view_model/ViewModel.gd" type="Script" id=2]
+
+[node name="ViewModel" type="Spatial"]
+script = ExtResource( 2 )
+
+[node name="Anchor" type="Spatial" parent="."]
+
+[node name="SpringArm" type="SpringArm" parent="Anchor"]
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0 )
+spring_length = 4.0
+margin = 0.05
+
+[node name="Camera" type="Camera" parent="Anchor/SpringArm"]
+far = 500.0
+
+[node name="fps_label" type="Label" parent="."]
+anchor_top = 1.0
+anchor_bottom = 1.0
+margin_top = -14.0
+margin_right = 40.0