diff options
Diffstat (limited to 'character/fps_controller/fps_controller.gd')
-rw-r--r-- | character/fps_controller/fps_controller.gd | 51 |
1 files changed, 45 insertions, 6 deletions
diff --git a/character/fps_controller/fps_controller.gd b/character/fps_controller/fps_controller.gd index 3021d40..09ef556 100644 --- a/character/fps_controller/fps_controller.gd +++ b/character/fps_controller/fps_controller.gd @@ -2,13 +2,17 @@ extends KinematicBody onready var camera = $Camera onready var ray = $Camera/RayCast +onready var ladder_area = $ladder_detector -export var walk_speed : int = 5 +export var walk_speed : int = 10 export var accel : float = 0.2 export var gravity : int = -1 export var term_velocity : int = -35 +export var jump_strength : int = 20 +export var inertia : int = 5 var velocity : Vector3 +var is_climbing : bool = false func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) @@ -18,6 +22,8 @@ func _process(_delta): func _physics_process(_delta): handle_movement() + handle_jumping() + handle_collision() func get_input(): var dir : Vector3 = Vector3.ZERO @@ -26,8 +32,12 @@ func get_input(): if Input.is_action_pressed("forward"): dir += -global_transform.basis.z + if is_climbing: + dir += global_transform.basis.y if Input.is_action_pressed("backward"): dir += global_transform.basis.z + if is_climbing: + dir += -global_transform.basis.y if Input.is_action_pressed("left"): dir += -global_transform.basis.x if Input.is_action_pressed("right"): @@ -35,18 +45,22 @@ func get_input(): dir = dir.normalized() - #Pull X and Z values from directional input. Velocity.y will be handled in physics loop + #Pull X and Z values from directional input. Velocity.y will be handled in physics loop unless climbing. + + if is_climbing: + velocity.y = lerp(velocity.y, dir.y * walk_speed, accel) velocity.x = lerp(velocity.x, dir.x * walk_speed, accel) velocity.z = lerp(velocity.z, dir.z * walk_speed, accel) func handle_movement(): #Apply gravity - velocity.y += gravity - if velocity.y < term_velocity: - velocity.y = term_velocity + if !is_climbing: + velocity.y += gravity + if velocity.y < term_velocity: + velocity.y = term_velocity - velocity = move_and_slide(velocity, Vector3.UP, false, 4, PI/4, false) + velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false) func _input(event): #Handle mouse movement for camera @@ -55,4 +69,29 @@ func _input(event): camera.rotate_x(-event.relative.y * Settings.mouse_sens) camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2) +func handle_jumping(): + if Input.is_action_just_pressed("jump") and is_on_floor(): + velocity.y = jump_strength + +func handle_collision(): + for index in get_slide_count(): + var collision = get_slide_collision(index) + var collider = collision.collider + if (collider.get_class() == "RigidBody"): + var col_force_vec = -collision.normal * inertia # rotate the force along collision normal + # collision pos + # > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin. + # > KinematicCollision.position() > The point of collision, in global coordinates. + # So to add force at collision position, substract colliders pos from collision.position + var col_pos = collision.position - collider.transform.origin + collider.add_force(col_force_vec, col_pos) + + +func _on_ladder_detector_body_entered(body): + if body.is_in_group("ladder"): + is_climbing = true + +func _on_ladder_detector_body_exited(body): + if body.is_in_group("ladder"): + is_climbing = false |