From 97dd79339284b033774ac74a04dd4a255475261a Mon Sep 17 00:00:00 2001 From: Malfurious Date: Mon, 24 Apr 2023 07:50:00 -0400 Subject: Move Godot 3 project to a new subdirectory Signed-off-by: Malfurious --- assets/view_model/ViewModel.gd | 91 ---------------------------------------- assets/view_model/ViewModel.tscn | 22 ---------- 2 files changed, 113 deletions(-) delete mode 100644 assets/view_model/ViewModel.gd delete mode 100644 assets/view_model/ViewModel.tscn (limited to 'assets/view_model') 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] diff --git a/assets/view_model/ViewModel.tscn b/assets/view_model/ViewModel.tscn deleted file mode 100644 index f6390af..0000000 --- a/assets/view_model/ViewModel.tscn +++ /dev/null @@ -1,22 +0,0 @@ -[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 -- cgit v1.2.3