Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)

This commit is contained in:
Relintai 2021-07-20 21:58:32 +02:00
parent 8531e25918
commit 0c849a6c8a
3 changed files with 151 additions and 15 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://player/Body.gd" type="Script" id=1] [ext_resource path="res://player/Body.gd" type="Script" id=1]
[ext_resource path="res://modules/species/Human/models/armature_huf.tscn" type="PackedScene" id=2] [ext_resource path="res://modules/species/Human/models/armature_huf.tscn" type="PackedScene" id=2]
@ -7,9 +7,6 @@
radius = 0.266582 radius = 0.266582
height = 0.927641 height = 0.927641
[sub_resource type="BoxShape" id=2]
extents = Vector3( 0.216228, 0.0681041, 0.183397 )
[node name="HumanFemale" type="KinematicBody"] [node name="HumanFemale" type="KinematicBody"]
collision_layer = 2147483650 collision_layer = 2147483650
collision_mask = 3 collision_mask = 3
@ -22,9 +19,10 @@ character_skeleton_path = NodePath("Rotation_Helper/Model/character2")
transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0.73, 0 ) transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0.73, 0 )
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Feet_CollisionShape" type="CollisionShape" parent="."] [node name="Contact" type="RayCast" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.209, 0 )
shape = SubResource( 2 ) enabled = true
cast_to = Vector3( 0, -0.4, 0 )
[node name="Rotation_Helper" type="Spatial" parent="."] [node name="Rotation_Helper" type="Spatial" parent="."]
transform = Transform( -1, 0, -3.25841e-07, 0, 1, 0, 3.25841e-07, 0, -1, 0, 0, 0 ) transform = Transform( -1, 0, -3.25841e-07, 0, 1, 0, 3.25841e-07, 0, -1, 0, 0, 0 )

View File

@ -28,16 +28,30 @@ var max_visible_distance_squared : float = max_visible_distance * max_visible_di
export(float) var MOUSE_SENSITIVITY : float = 0.05 export(float) var MOUSE_SENSITIVITY : float = 0.05
export(String) var world_path : String = "../.." export(String) var world_path : String = "../.."
export(NodePath) var contact_path : NodePath = "Contact"
export(NodePath) var model_path : NodePath = "Rotation_Helper/Model" export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
export(NodePath) var character_skeleton_path : NodePath = "Rotation_Helper/Model/character" export(NodePath) var character_skeleton_path : NodePath = "Rotation_Helper/Model/character"
const ray_length = 1000 const ray_length = 1000
const MAX_SLOPE_ANGLE : float = deg2rad(70.0)
const MOUSE_TARGET_MAX_OFFSET : int = 10
#flying
const FLY_ACCEL = 8
var flying : bool = false
#waling
const GRAVITY : float = -24.8
const MAX_SPEED = 10
const MAX_RUNNING_SPEED = 16
const ACCEL : float = 100.0 const ACCEL : float = 100.0
const DEACCEL : float = 100.0 const DEACCEL : float = 100.0
const GRAVITY : float = -24.8
const JUMP_SPEED : float = 3.8 #jumping
const MAX_SLOPE_ANGLE : float = 40.0 var jump_height = 7
const MOUSE_TARGET_MAX_OFFSET : int = 10 var has_contact : bool = false
var double_jumped : bool = false
var _on : bool = true var _on : bool = true
var _controlled : bool = false var _controlled : bool = false
@ -61,6 +75,7 @@ var key_left : bool = false
var key_right : bool = false var key_right : bool = false
var key_up : bool = false var key_up : bool = false
var key_down : bool = false var key_down : bool = false
var key_jump : bool = false
var cursor_grabbed : bool = false var cursor_grabbed : bool = false
var last_cursor_pos : Vector2 = Vector2() var last_cursor_pos : Vector2 = Vector2()
@ -94,6 +109,8 @@ var visibility_update_timer : float = 0
var placed : bool = false var placed : bool = false
var just_place : bool = false var just_place : bool = false
var contact : RayCast = null
#var los : bool = false #var los : bool = false
func _ready() -> void: func _ready() -> void:
@ -102,6 +119,7 @@ func _ready() -> void:
model_rotation_node = get_node(model_path) model_rotation_node = get_node(model_path)
character_skeleton = get_node(character_skeleton_path) character_skeleton = get_node(character_skeleton_path)
contact = get_node(contact_path)
entity = get_node("..") entity = get_node("..")
entity.set_character_skeleton(character_skeleton) entity.set_character_skeleton(character_skeleton)
entity.connect("notification_ccast", self, "on_notification_ccast") entity.connect("notification_ccast", self, "on_notification_ccast")
@ -153,6 +171,8 @@ func _process(delta : float) -> void:
if dst > max_visible_distance_squared: if dst > max_visible_distance_squared:
if visible: if visible:
hide() hide()
#todo check whether its needed or not
#contact.enabled = false
return return
else: else:
# var lod_level : int = int(dst / max_visible_distance_squared * 3.0) # var lod_level : int = int(dst / max_visible_distance_squared * 3.0)
@ -166,6 +186,7 @@ func _process(delta : float) -> void:
if not visible: if not visible:
show() show()
#contact.enabled = true
func _physics_process(delta : float) -> void: func _physics_process(delta : float) -> void:
@ -285,8 +306,15 @@ func process_movement_player(delta : float) -> void:
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0: if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false moving = false
key_jump = false
return return
if flying:
player_fly(delta)
else:
player_walk(delta)
func player_fly(delta : float) -> void:
if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1: if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot)) var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
@ -303,6 +331,66 @@ func process_movement_player(delta : float) -> void:
else: else:
dir = Vector3() dir = Vector3()
moving = false moving = false
return
if key_jump:
dir.y += 1
# var hvel : Vector3 = vel
# hvel.y = 0
#
# var target : Vector3 = dir
# target *= entity.getc_speed().current_value / 100.0 * 4.2
#
# var accel
# if dir.dot(hvel) > 0:
# accel = ACCEL
# else:
# accel = DEACCEL
#
# hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
# vel.x = hvel.x
# vel.z = hvel.z
# vel = move_and_slide(vel, Vector3(0,1,0), true, 4, deg2rad(MAX_SLOPE_ANGLE))
var target : Vector3 = dir * entity.getc_speed().current_value / 100.0 * 4.2
vel = vel.linear_interpolate(target, FLY_ACCEL * delta)
move_and_slide(vel)
if multiplayer.has_network_peer():
if not multiplayer.is_network_server():
rpc_id(1, "sset_position", translation, rotation)
else:
sset_position(translation, rotation)
func player_walk(delta : float) -> void:
if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
forward *= input_dir.y #only potentially make it zero after getting the right vector
dir = forward
dir += right
if dir.length_squared() > 0.1:
dir = dir.normalized()
moving = true
entity.moved()
else:
dir = Vector3()
moving = false
if is_on_floor():
has_contact = true
else:
if !contact.is_colliding():
has_contact = false
if has_contact and !is_on_floor():
move_and_collide(Vector3(0, -1, 0))
vel.y += delta * GRAVITY vel.y += delta * GRAVITY
@ -321,7 +409,39 @@ func process_movement_player(delta : float) -> void:
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3 hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
vel.x = hvel.x vel.x = hvel.x
vel.z = hvel.z vel.z = hvel.z
vel = move_and_slide(vel, Vector3(0,1,0), true, 4, deg2rad(MAX_SLOPE_ANGLE))
if has_contact and key_jump:
key_jump = false
vel.y = jump_height
has_contact = false
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
# foot_audio.play()
# last_sound_timer = 0
#
# step_timer = 0
vel = move_and_slide(vel, Vector3(0,1,0), true, 4, MAX_SLOPE_ANGLE)
# if not has_contact and is_on_floor():
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
# foot_audio.play()
# last_sound_timer = 0
#
# step_timer = 0
# var v : Vector3 = vel
# v.y = 0
# if has_contact and v.length() > 1:
# step_timer += delta
#
# if step_timer >= WALK_STEP_TIME:
# step_timer = 0
#
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
# foot_audio.play()
# last_sound_timer = 0
if multiplayer.has_network_peer(): if multiplayer.has_network_peer():
if not multiplayer.is_network_server(): if not multiplayer.is_network_server():
@ -377,6 +497,15 @@ func process_movement_mob(delta : float) -> void:
if moving and sleep: if moving and sleep:
sleep = false sleep = false
if is_on_floor():
has_contact = true
else:
if !contact.is_colliding():
has_contact = false
if has_contact and !is_on_floor():
move_and_collide(Vector3(0, -1, 0))
vel.y += delta * GRAVITY vel.y += delta * GRAVITY
@ -399,7 +528,7 @@ func process_movement_mob(delta : float) -> void:
var facing : Vector3 = vel var facing : Vector3 = vel
facing.y = 0 facing.y = 0
vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE)) vel = move_and_slide(vel, Vector3(0,1,0), true, 4, MAX_SLOPE_ANGLE)
sset_position(translation, rotation) sset_position(translation, rotation)
if vel.length_squared() < 0.12: if vel.length_squared() < 0.12:
@ -417,7 +546,7 @@ func _input(event: InputEvent) -> void:
if not cursor_grabbed: if not cursor_grabbed:
set_process_input(false) set_process_input(false)
return return
if event is InputEventMouseMotion and event.device != -1: if event is InputEventMouseMotion and event.device != -1:
var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity") var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
@ -457,6 +586,10 @@ func _unhandled_input(event: InputEvent) -> void:
key_right = event.pressed key_right = event.pressed
get_tree().set_input_as_handled() get_tree().set_input_as_handled()
return return
elif event.is_action("jump"):
key_jump = event.pressed
get_tree().set_input_as_handled()
return
if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1: if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
cmouseover(event) cmouseover(event)

View File

@ -708,6 +708,11 @@ actionbar_6_12={
"deadzone": 0.5, "deadzone": 0.5,
"events": [ ] "events": [ ]
} }
jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]