150 lines
4.9 KiB
GDScript
150 lines
4.9 KiB
GDScript
class_name Player extends CharacterBody3D
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@export var current_map: String
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var SPEED_BASE: float = 2
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var SPEED_CROUCHED: float = 1
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var SPEED_RUNNING: float = 4
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var SPEED_CROUCH_RUN: float = 2
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var JUMP_HEIGHT_BASE: float = 0.6
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var JUMP_HEIGHT_CROUCHED: float = 0.2
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var JUMP_HEIGHT_RUNNING: float = 0.8
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var JUMP_HEIGHT_CROUCH_RUN: float = 0.4
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var speed: float = SPEED_BASE # m/s
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var acceleration: float = 100 # m/s^2
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var jump_height: float = JUMP_HEIGHT_BASE # m
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var camera_sens: float = 3
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var interact: bool = true
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var jumping: bool = false
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var crouched: bool = false
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var running: bool = false
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var mouse_captured: bool = false
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var move_dir: Vector2 # Input direction for movement
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var look_dir: Vector2 # Input direction for look/aim
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var walk_vel: Vector3 # Walking velocity
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var grav_vel: Vector3 # Gravity velocity
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var jump_vel: Vector3 # Jumping velocity
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@onready var camera: Camera3D = $Camera
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func _ready() -> void:
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capture_mouse()
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if ($Camera.fov != Globalvariables.FOV):
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$Camera.fov = Globalvariables.FOV
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func _unhandled_input(event: InputEvent) -> void:
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if (interact):
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if event is InputEventMouseMotion:
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look_dir = event.relative * 0.001
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if mouse_captured: _rotate_camera()
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if event.is_action_pressed(&"fullscreen"):
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if (!DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN):
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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elif event.is_action_pressed(&"freeroam_open_menu"):
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if (!interact):
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interact = true
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capture_mouse()
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$InGameMenu.visible = false
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else:
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interact = false
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release_mouse()
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$InGameMenu.visible = true
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$InGameMenu/Buttons/ReturnButton.grab_focus()
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pass
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elif event.is_action_pressed(&"freeroam_debug_menu"):
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$DebugMenu.visible = !$DebugMenu.visible
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func _physics_process(delta: float) -> void:
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if (interact):
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if Input.is_action_just_pressed(&"freeroam_jump"): jumping = true
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elif Input.is_action_just_pressed(&"freeroam_crouch"):
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$CShape.shape.height = 1.0
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$Camera.position.y = 1.0
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if (running):
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speed = SPEED_CROUCH_RUN
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jump_height = JUMP_HEIGHT_CROUCH_RUN
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else:
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speed = SPEED_CROUCHED
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jump_height = JUMP_HEIGHT_CROUCHED
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crouched = true
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elif Input.is_action_just_released(&"freeroam_crouch"):
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$CShape.shape.height = 1.8
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$Camera.position.y = 1.7
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if (running):
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speed = SPEED_RUNNING
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jump_height = JUMP_HEIGHT_RUNNING
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else:
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speed = SPEED_BASE
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jump_height = JUMP_HEIGHT_BASE
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crouched = false
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elif Input.is_action_just_pressed(&"freeroam_run"):
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if (crouched):
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speed = SPEED_CROUCH_RUN
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jump_height = JUMP_HEIGHT_CROUCH_RUN
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else:
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speed = SPEED_RUNNING
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jump_height = JUMP_HEIGHT_RUNNING
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running = true
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elif Input.is_action_just_released(&"freeroam_run"):
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if (crouched):
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speed = SPEED_CROUCHED
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jump_height = JUMP_HEIGHT_CROUCHED
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else:
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speed = SPEED_BASE
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jump_height = JUMP_HEIGHT_BASE
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running = false
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elif Input.is_action_just_pressed(&"freeroam_toggle_flashlight"):
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$Camera/Flashlight.visible = !$Camera/Flashlight.visible
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if mouse_captured: _handle_joypad_camera_rotation(delta)
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velocity = _walk(delta) + _gravity(delta) + _jump(delta)
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move_and_slide()
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func capture_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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mouse_captured = true
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func release_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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mouse_captured = false
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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camera.rotation.y -= look_dir.x * camera_sens * sens_mod
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camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
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func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void:
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var joypad_dir: Vector2 = Input.get_vector(&"freeroam_look_left", &"freeroam_look_right", &"freeroam_look_up", &"freeroam_look_down")
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if joypad_dir.length() > 0:
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look_dir += joypad_dir * delta
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_rotate_camera(sens_mod)
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look_dir = Vector2.ZERO
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func _walk(delta: float) -> Vector3:
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move_dir = Input.get_vector(&"freeroam_move_left", &"freeroam_move_right", &"freeroam_move_forward", &"freeroam_move_backward")
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var _forward: Vector3 = camera.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y)
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var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized()
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walk_vel = walk_vel.move_toward(walk_dir * speed * move_dir.length(), acceleration * delta)
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return walk_vel
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func _gravity(delta: float) -> Vector3:
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grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta)
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return grav_vel
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func _jump(delta: float) -> Vector3:
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if jumping:
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if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
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jumping = false
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return jump_vel
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jump_vel = Vector3.ZERO if is_on_floor() or is_on_ceiling_only() else jump_vel.move_toward(Vector3.ZERO, gravity * delta)
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return jump_vel
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