83d9a692be
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
243 lines
5.3 KiB
GDScript
243 lines
5.3 KiB
GDScript
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extends RigidBody
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# member variables here, example:
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# var a=2
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# var b="textvar"
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#var dir=Vector3()
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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_threshhold = 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_threshhold
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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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# Initalization here
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get_node("AnimationTreePlayer").set_active(true)
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pass
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