211 lines
5.2 KiB
GDScript
211 lines
5.2 KiB
GDScript
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extends RigidBody
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# Member variables
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const ANIM_FLOOR = 0
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const ANIM_AIR_UP = 1
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const ANIM_AIR_DOWN = 2
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const SHOOT_TIME = 1.5
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const SHOOT_SCALE = 2
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const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
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var facing_dir = Vector3(1, 0, 0)
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var movement_dir = Vector3()
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var jumping = false
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var turn_speed = 40
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var keep_jump_inertia = true
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var air_idle_deaccel = false
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var accel = 19.0
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var deaccel = 14.0
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var sharp_turn_threshold = 140
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var max_speed = 3.1
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var on_floor = false
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var prev_shoot = false
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var last_floor_velocity = Vector3()
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var shoot_blend = 0
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func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
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var n = p_target # Normal
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var t = n.cross(current_gn).normalized()
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var x = n.dot(p_facing)
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var y = t.dot(p_facing)
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var ang = atan2(y,x)
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if (abs(ang) < 0.001): # Too small
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return p_facing
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var s = sign(ang)
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ang = ang*s
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var turn = ang*p_adjust_rate*p_step
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var a
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if (ang < turn):
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a = ang
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else:
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a = turn
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ang = (ang - a)*s
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return (n*cos(ang) + t*sin(ang))*p_facing.length()
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func _integrate_forces(state):
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var lv = state.get_linear_velocity() # Linear velocity
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var g = state.get_total_gravity()
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var delta = state.get_step()
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# var d = 1.0 - delta*state.get_total_density()
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# if (d < 0):
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# d = 0
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lv += g*delta # Apply gravity
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var anim = ANIM_FLOOR
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var up = -g.normalized() # (up is against gravity)
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var vv = up.dot(lv) # Vertical velocity
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var hv = lv - up*vv # Horizontal velocity
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var hdir = hv.normalized() # Horizontal direction
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var hspeed = hv.length() # Horizontal speed
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var floor_velocity
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var onfloor = false
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if (state.get_contact_count() == 0):
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floor_velocity = last_floor_velocity
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else:
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for i in range(state.get_contact_count()):
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if (state.get_contact_local_shape(i) != 1):
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continue
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onfloor = true
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floor_velocity = state.get_contact_collider_velocity_at_pos(i)
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break
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var dir = Vector3() # Where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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if (Input.is_action_pressed("move_forward")):
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dir += -cam_xform.basis[2]
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if (Input.is_action_pressed("move_backwards")):
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dir += cam_xform.basis[2]
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if (Input.is_action_pressed("move_left")):
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dir += -cam_xform.basis[0]
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if (Input.is_action_pressed("move_right")):
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dir += cam_xform.basis[0]
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var jump_attempt = Input.is_action_pressed("jump")
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var shoot_attempt = Input.is_action_pressed("shoot")
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var target_dir = (dir - up*dir.dot(up)).normalized()
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if (onfloor):
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var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
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if (dir.length() > 0.1 and !sharp_turn):
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if (hspeed > 0.001):
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#linear_dir = linear_h_velocity/linear_vel
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#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit)))
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# brake = true
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#else
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hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up)
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facing_dir = hdir
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else:
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hdir = target_dir
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if (hspeed < max_speed):
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hspeed += accel*delta
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else:
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hspeed -= deaccel*delta
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if (hspeed < 0):
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hspeed = 0
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hv = hdir*hspeed
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var mesh_xform = get_node("Armature").get_transform()
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var facing_mesh = -mesh_xform.basis[0].normalized()
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facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
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facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
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var m3 = Matrix3(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE)
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get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
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if (not jumping and jump_attempt):
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vv = 7.0
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jumping = true
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get_node("sfx").play("jump")
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else:
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if (vv > 0):
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anim = ANIM_AIR_UP
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else:
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anim = ANIM_AIR_DOWN
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var hs
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if (dir.length() > 0.1):
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hv += target_dir*(accel*0.2)*delta
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if (hv.length() > max_speed):
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hv = hv.normalized()*max_speed
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else:
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if (air_idle_deaccel):
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hspeed = hspeed - (deaccel*0.2)*delta
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if (hspeed < 0):
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hspeed = 0
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hv = hdir*hspeed
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if (jumping and vv < 0):
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jumping = false
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lv = hv + up*vv
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if (onfloor):
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movement_dir = lv
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#lv += floor_velocity
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last_floor_velocity = floor_velocity
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else:
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if (on_floor):
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#if (keep_jump_inertia):
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# lv += last_floor_velocity
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pass
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last_floor_velocity = Vector3()
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movement_dir = lv
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on_floor = onfloor
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state.set_linear_velocity(lv)
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if (shoot_blend > 0):
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shoot_blend -= delta*SHOOT_SCALE
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if (shoot_blend < 0):
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shoot_blend = 0
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if (shoot_attempt and not prev_shoot):
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shoot_blend = SHOOT_TIME
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var bullet = preload("res://bullet.scn").instance()
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bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
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get_parent().add_child(bullet)
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bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20)
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PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet
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get_node("sfx").play("shoot")
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prev_shoot = shoot_attempt
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if (onfloor):
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get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed)
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get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
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get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
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# state.set_angular_velocity(Vector3())
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func _ready():
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get_node("AnimationTreePlayer").set_active(true)
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