extends KinematicBody # Walking variables. const norm_grav = -38.8 const MAX_SPEED = 22 const JUMP_SPEED = 26 const ACCEL= 8.5 # Sprinting variables. Similar to the varibles above, just allowing for quicker movement const MAX_SPRINT_SPEED = 34 const SPRINT_ACCEL = 18 # How fast we slow down, and the steepest angle we can climb. const DEACCEL= 28 const MAX_SLOPE_ANGLE = 40 # How fast the bullets launch const LEFT_MOUSE_FIRE_TIME = 0.15 const BULLET_SPEED = 100 var vel = Vector3() # A vector for storing the direction the player intends to walk towards. var dir = Vector3() # A boolean to track whether or not we are sprinting var is_sprinting = false # You may need to adjust depending on the sensitivity of your mouse var MOUSE_SENSITIVITY = 0.08 # A boolean for tracking whether the jump button is down var jump_button_down = false # The current lean value (our position on the lean track) and the path follow node var lean_value = 0.5 # A variable for tracking if the right mouse button is down. var right_mouse_down = false # A variable for tracking if we can fire using the left mouse button var left_mouse_timer = 0 # A boolean for tracking whether we can change animations or not var anim_done = true # The current animation name var current_anim = "Starter" # The simple bullet rigidbody var simple_bullet = preload("res://fps/simple_bullet.tscn") # We need the camera for getting directional vectors. We rotate ourselves on the Y-axis using # the camera_holder to avoid rotating on more than one axis at a time. onready var camera_holder = $CameraHolder onready var camera = $CameraHolder/LeanPath/PathFollow/IK_LookAt_Chest/Camera onready var path_follow_node = $CameraHolder/LeanPath/PathFollow # The animation player for aiming down the sights. onready var anim_player = $CameraHolder/AnimationPlayer # The end of the pistol. onready var pistol_end = $CameraHolder/Weapon/Pistol/PistolEnd func _ready(): anim_player.connect("animation_finished", self, "animation_finished") set_physics_process(true) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) set_process_input(true) func _physics_process(delta): process_input(delta) process_movement(delta) func process_input(delta): # Reset dir, so our previous movement does not effect us dir = Vector3() # Get the camera's global transform so we can use its directional vectors var cam_xform = camera.get_global_transform() # ---------------------------------- # Walking if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W): dir += -cam_xform.basis[2] if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S): dir += cam_xform.basis[2] if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): dir += -cam_xform.basis[0] if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): dir += cam_xform.basis[0] if Input.is_action_just_pressed("ui_cancel"): if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if Input.is_mouse_button_pressed(2): if not right_mouse_down: right_mouse_down = true if anim_done: if current_anim != "Aiming": anim_player.play("Aiming") current_anim = "Aiming" else: anim_player.play("Idle") current_anim = "Idle" anim_done = false else: right_mouse_down = false if Input.is_mouse_button_pressed(1): if left_mouse_timer <= 0: left_mouse_timer = LEFT_MOUSE_FIRE_TIME # Create a bullet var new_bullet = simple_bullet.instance() get_tree().root.add_child(new_bullet) new_bullet.global_transform = pistol_end.global_transform new_bullet.linear_velocity = new_bullet.global_transform.basis.z * BULLET_SPEED if left_mouse_timer > 0: left_mouse_timer -= delta # ---------------------------------- # ---------------------------------- # Sprinting if Input.is_key_pressed(KEY_SHIFT): is_sprinting = true else: is_sprinting = false # ---------------------------------- # ---------------------------------- # Jumping if Input.is_key_pressed(KEY_SPACE): if not jump_button_down: jump_button_down = true if is_on_floor(): vel.y = JUMP_SPEED else: jump_button_down = false # ---------------------------------- # ---------------------------------- # Leaninng if Input.is_key_pressed(KEY_Q): lean_value += 1.2 * delta elif Input.is_key_pressed(KEY_E): lean_value -= 1.2 * delta else: if lean_value > 0.5: lean_value -= 1 * delta if lean_value < 0.5: lean_value = 0.5 elif lean_value < 0.5: lean_value += 1 * delta if lean_value > 0.5: lean_value = 0.5 lean_value = clamp(lean_value, 0, 1) path_follow_node.unit_offset = lean_value if lean_value < 0.5: var lerp_value = lean_value * 2 path_follow_node.rotation_degrees.z = (20 * (1 - lerp_value)) else: var lerp_value = (lean_value - 0.5) * 2 path_follow_node.rotation_degrees.z = (-20 * lerp_value) # ---------------------------------- func process_movement(delta): var grav = norm_grav dir.y = 0 dir = dir.normalized() vel.y += delta*grav var hvel = vel hvel.y = 0 var target = dir if is_sprinting: target *= MAX_SPRINT_SPEED else: target *= MAX_SPEED var accel if dir.dot(hvel) > 0: if not is_sprinting: accel = ACCEL else: accel = SPRINT_ACCEL else: accel = DEACCEL hvel = hvel.linear_interpolate(target, accel*delta) vel.x = hvel.x vel.z = hvel.z vel = move_and_slide(vel,Vector3(0,1,0)) # Mouse based camera movement func _input(event): if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1)) camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY)) # We need to clamp the camera's rotation so we cannot rotate ourselves upside down var camera_rot = camera_holder.rotation_degrees if camera_rot.x < -40: camera_rot.x = -40 elif camera_rot.x > 60: camera_rot.x = 60 camera_holder.rotation_degrees = camera_rot else: pass func animation_finished(_anim): anim_done = true