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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]
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