pandemonium_demo_projects/3d/platformer/player/player.gd

157 lines
4.3 KiB
GDScript3
Raw Normal View History

extends KinematicBody
enum Anim {
FLOOR,
AIR,
}
const SHOOT_TIME = 1.5
const SHOOT_SCALE = 2
const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
const MAX_SPEED = 4.5
const TURN_SPEED = 40
const JUMP_VELOCITY = 8.5
const BULLET_SPEED = 20
const AIR_IDLE_DEACCEL = false
const ACCEL = 14.0
const DEACCEL = 14.0
const AIR_ACCEL_FACTOR = 0.4
const SHARP_TURN_THRESHOLD = 140
var movement_dir = Vector3()
var linear_velocity = Vector3()
var jumping = false
var prev_shoot = false
var shoot_blend = 0
onready var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
func _ready():
get_node("AnimationTree").set_active(true)
func _physics_process(delta):
linear_velocity += gravity * delta
var anim = Anim.FLOOR
var vv = linear_velocity.y # Vertical velocity.
var hv = Vector3(linear_velocity.x, 0, linear_velocity.z) # Horizontal velocity.
var hdir = hv.normalized() # Horizontal direction.
var hspeed = hv.length() # Horizontal speed.
# Player input.
var cam_basis = get_node("Target/Camera").get_global_transform().basis
var movement_vec2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var dir = cam_basis * Vector3(movement_vec2.x, 0, movement_vec2.y)
dir.y = 0
dir = dir.normalized()
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
if is_on_floor():
var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD
if dir.length() > 0.1 and not sharp_turn:
if hspeed > 0.001:
hdir = adjust_facing(hdir, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
else:
hdir = dir
if hspeed < MAX_SPEED:
hspeed += ACCEL * delta
else:
hspeed -= DEACCEL * delta
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - Vector3.UP * facing_mesh.dot(Vector3.UP)).normalized()
if hspeed > 0:
facing_mesh = adjust_facing(facing_mesh, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
var m3 = Basis(-facing_mesh, Vector3.UP, -facing_mesh.cross(Vector3.UP).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
if not jumping and jump_attempt:
vv = JUMP_VELOCITY
jumping = true
get_node("SoundJump").play()
else:
anim = Anim.AIR
if dir.length() > 0.1:
hv += dir * (ACCEL * AIR_ACCEL_FACTOR * delta)
if hv.length() > MAX_SPEED:
hv = hv.normalized() * MAX_SPEED
elif AIR_IDLE_DEACCEL:
hspeed = hspeed - (DEACCEL * AIR_ACCEL_FACTOR * delta)
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
if jumping and vv < 0:
jumping = false
linear_velocity = hv + Vector3.UP * vv
if is_on_floor():
movement_dir = linear_velocity
linear_velocity = move_and_slide(linear_velocity, -gravity.normalized())
if shoot_blend > 0:
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend < 0):
shoot_blend = 0
if shoot_attempt and not prev_shoot:
shoot_blend = SHOOT_TIME
var bullet = preload("res://player/bullet/bullet.tscn").instance()
bullet.set_transform(get_node("Armature/Bullet").get_global_transform().orthonormalized())
get_parent().add_child(bullet)
bullet.set_linear_velocity(get_node("Armature/Bullet").get_global_transform().basis[2].normalized() * BULLET_SPEED)
bullet.add_collision_exception_with(self) # Add it to bullet.
get_node("SoundShoot").play()
prev_shoot = shoot_attempt
if is_on_floor():
$AnimationTree["parameters/walk/blend_amount"] = hspeed / MAX_SPEED
$AnimationTree["parameters/state/current"] = anim
$AnimationTree["parameters/air_dir/blend_amount"] = clamp(-linear_velocity.y / 4 + 0.5, 0, 1)
$AnimationTree["parameters/gun/blend_amount"] = min(shoot_blend, 1.0)
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # Normal.
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
var y = t.dot(p_facing)
var ang = atan2(y,x)
if abs(ang) < 0.001: # Too small.
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
var a
if ang < turn:
a = ang
else:
a = turn
ang = (ang - a) * s
return (n * cos(ang) + t * sin(ang)) * p_facing.length()