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-rw-r--r--assets/view_model/ViewModel.gd91
1 files changed, 0 insertions, 91 deletions
diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd
deleted file mode 100644
index 96e0f3e..0000000
--- a/assets/view_model/ViewModel.gd
+++ /dev/null
@@ -1,91 +0,0 @@
-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]