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https://github.com/Relintai/pandemonium_demo_projects.git
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71 lines
2.3 KiB
GDScript3
71 lines
2.3 KiB
GDScript3
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extends KinematicBody
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# ----------------------------------------------------------------------------------------- Settings
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const MOVE_SPEED: int = 10
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const MOTION_INTERPOLATE_SPEED: int = 20
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const VELOCITY_INTERPOLATE_SPEED: int = 2
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const GRAVITY: int = 10
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const JUMP_IMPULSE: float = 6.0
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# --------------------------------------------------------------------------------------------- Vars
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onready var avatar_container: Spatial = $AvatarContainer
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onready var _mesh: MeshInstance = $AvatarContainer/Mesh
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var linear_velocity := Vector3()
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onready var camera: Camera = $Camera
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var on_floor: bool = false
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# ---------------------------------------------------------------------------------------------- API
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func set_color(color):
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var mat = _mesh.get_surface_material(0)
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if mat == null:
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mat = SpatialMaterial.new()
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else:
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mat = mat.duplicate()
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mat.set_albedo(Color(color))
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_mesh.set_surface_material(0, mat)
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func update_safe_body_transform():
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$KinematicBody.transform = transform
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# ------------------------------------------------------------------------------------ Notifications
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func _ready():
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## Avoid colliding with parent
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$KinematicBody.add_collision_exception_with(self)
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if "player_0" == name:
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$KinematicBody.collision_layer = 0
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$KinematicBody.collision_mask = 0
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$AvatarContainer.physics_interpolation_mode = PHYSICS_INTERPOLATION_MODE_ON
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# ------------------------------------------------------------------------------ Processing internal
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## Computes one motion step.
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func step_body(delta: float, input_direction: Vector3, is_jumping: bool):
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_set_player_orientation(input_direction)
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var motion: Vector3 = input_direction * MOVE_SPEED
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var new_velocity: Vector3
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if on_floor and linear_velocity.length() < MOVE_SPEED:
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new_velocity = linear_velocity.linear_interpolate(motion, MOTION_INTERPOLATE_SPEED * delta)
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if is_jumping:
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new_velocity.y = new_velocity.y + JUMP_IMPULSE
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else:
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new_velocity = linear_velocity.linear_interpolate(motion, VELOCITY_INTERPOLATE_SPEED * delta)
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new_velocity.y = new_velocity.y - GRAVITY * delta
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if new_velocity.length() > 0.01:
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linear_velocity = move_and_slide(new_velocity, Vector3(0, 1, 0))
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on_floor = is_on_floor()
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func _set_player_orientation(input_direction):
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if input_direction.length_squared() < 0.01:
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return
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avatar_container.transform = avatar_container.transform.looking_at(input_direction, Vector3(0, 1, 0))
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