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extends CharacterBody3D
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class_name PlayerCharacter
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var aceleration: float = 4.32 #Current aceleration
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var maxSpeed: float = 6.2 #Maximum Speed
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var sprintSpeed: float = 3.34 #Additional Speed gained while Sprinting
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var slowdownSpeedLimit: float = 0.8 #How fast the player can go when slowed
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var gear: String = "neutral" #Weather the player is going forward, backward or standing still
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var isMoving: bool = false
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var slowed: bool = false
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var momentum: float = 0
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var newMoveDirection: Vector3 = Vector3(0,0,0)
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var moveDirection: Vector3 = Vector3(0,0,0)
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var deceleration: float = 5.56
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var turnSpeed: float = PI #Speed at wich body turn sideways
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var handling: float = 0.67
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var facingDirection = Vector2(0,1) #Where the legs are facing
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var sprinting = false #While Player is sprinting
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var sprintEnergy: float = 100 #Energy used for Sprinting
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var sprintEnergyInitialUse: float = 4.5 #How much % sprint energy is used immediatly when initiating a sprint
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var sprintEnergyUse: float = 17.5 #How much % energy is used per 1 sec of sprint
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var sprintEnergyGain: float = 30 #How much % energy is gained per 1 sec of recovery
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var maxDriftAngle = 0.12 #Quaternion(0,0,0.06,0.998).normalized() #How much the playesr turns to the side while drifting (radians)
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var rightLeftLean: float = 0.0 #How much the player leans right or left from -1 to 1 with negative numbers being left and 0 being no lean
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var currentControlState: int = 0
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enum controls {DEFAULT,STANDARD_MINIGAME}
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var health: float = 100.0
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var invoulnerable: bool = false
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var alive: bool = true
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@onready var camera: Camera3D = $CameraPivot/Camera3D
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@onready var cameraPivot: Marker3D = $CameraPivot
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@onready var flashlight: SpotLight3D = $CameraPivot/Camera3D/flashlight
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@onready var backlightR := $pivot/BodyPivot/body/BacklightR
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@onready var backlightL := $pivot/BodyPivot/body/BacklightL
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@onready var pivot: = $pivot
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@onready var headPivot: = $pivot/HeadBinoculars/HeadPivot
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@onready var headBinoculars: = $pivot/HeadBinoculars
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@onready var legs := $pivot/BodyPivot/CaterpillarLegs
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@onready var body: = $pivot/BodyPivot/body
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@onready var hud = $/root/Main/Hud
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@onready var interactCross := $/root/Main/Hud/InteractCross
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@onready var sprintBar := $/root/Main/Hud/TextureProgressBar
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@onready var grabRaycast: = $CameraPivot/Camera3D/GrabDetector
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@onready var grabPivot: = $pivot/BodyPivot/body/GrabPivot
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@onready var grabBox: = $pivot/BodyPivot/body/GrabBox
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var grabbedObject: GrabableObject
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@onready var interactRaycast = $CameraPivot/Camera3D/InteractDetector
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@onready var VoiceChat = $VoiceChat
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@onready var bodyPivot: Node3D = $pivot/BodyPivot
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var mouseSensetivity := 0.1 #How much mouse movement affects ingame camera movement
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var spectatorScene: PackedScene = preload("res://actors/Player/Spectator.tscn")
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var spectatorParent: Node3D
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var mapLogic: MapLogic
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#Camera Shake Stuff
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var traumaReductionRate:float = 0.34
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var trauma: float = 0
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@export var maxX = 12
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@export var maxY = 12
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@export var maxZ = 7
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@export var shakeIntensety : float = 7.0
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var time: float = 0
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@export var noise: Noise
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var noiseSpeed: float = 50
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var initialRotation = rotation_degrees as Vector3
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# Camera Shake Stuff end
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func _enter_tree() -> void:
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set_multiplayer_authority(name.to_int())
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if is_multiplayer_authority():
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$CameraPivot/Camera3D.make_current()
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$pivot/HeadBinoculars.hide()
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$/root/Main/Hud/TextureProgressBar.show()
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func _ready() -> void:
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Multiplayer.player_ready.emit(int(name))
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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mapLogic = Multiplayer.currentMapLogic
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spectatorParent = get_node("/root/Main/Spectators")
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if mapLogic:
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mapLogic.onCollision.connect(onCollision)
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if is_multiplayer_authority():
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position.y += 2
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return
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func _process(delta: float) -> void:
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if not is_multiplayer_authority(): return
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if not alive: return
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if invoulnerable and trauma == 0.0:
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invoulnerable = false
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if Input.is_action_just_pressed("debug"): ##Debug
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die()
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match currentControlState:
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controls.DEFAULT:
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regularControlsIdle(delta)
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controls.STANDARD_MINIGAME:
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standardMinigameControlsIdle(delta)
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority(): return
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if not alive: return
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match currentControlState:
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controls.DEFAULT:
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regularControlsPhysics(delta)
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controls.STANDARD_MINIGAME:
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endOfPhysicsCleanup(delta)
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func standardMinigameControlsIdle(_delta:float):
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if Input.is_action_just_pressed("moveDown") or Input.is_action_just_pressed("interact"):
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currentControlState = controls.DEFAULT
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func regularControlsIdle(_delta:float):
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#Interacting Logic
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var InteractCollider: InteractBox = interactRaycast.get_collider()
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if InteractCollider and Input.is_action_just_pressed("interact"):
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InteractCollider.playerRef = self
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InteractCollider.interact()
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if InteractCollider.type == "minigame":
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currentControlState = controls.STANDARD_MINIGAME
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momentum = 0
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#Grabbing Logic
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var GrabCollider: GrabBox = grabRaycast.get_collider()
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var grabBoxCollider: Array[Area3D] = grabBox.get_overlapping_areas()
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if(grabBoxCollider and Input.is_action_just_pressed("interact") and !grabbedObject):
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if grabBoxCollider.has(GrabCollider): #If the player is looking at an object and it is in the grab box
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grabbedObject = GrabCollider.grab()
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else:
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#If the player is not looking at an object, grab the closet one in the grab box
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var closestObj: GrabBox
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var distanceToClosestObj: float = 100
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for grabObj in grabBoxCollider:
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if (getDistance(self,grabObj) < distanceToClosestObj):
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closestObj = grabObj
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distanceToClosestObj = getDistance(self, grabObj)
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grabbedObject = closestObj.grab()
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if InteractCollider or grabBoxCollider:
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interactCross.show()
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else:
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interactCross.hide()
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if Input.is_action_just_pressed("flashlight"):
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flashlight.visible = !flashlight.visible
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if grabbedObject:
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grabbedObject.global_position = grabPivot.global_position# + grabbedObject.grabPositionPositionOffset
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grabbedObject.rotation = grabPivot.global_rotation + grabbedObject.grabPositionRotationOffset
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if grabbedObject.grabBox.heavy: slowed = true
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if Input.is_action_just_pressed("drop"):
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grabbedObject.release.rpc()
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grabbedObject = null
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slowed = false
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momentum = 0
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if Input.is_action_just_pressed("throw"):
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grabbedObject.release.rpc()
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grabbedObject.throw.rpc_id(1,facingDirection.x,facingDirection.y,camera.rotation.x)
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grabbedObject = null
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slowed = false
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momentum = 0
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func regularControlsPhysics(delta: float):
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isMoving = false
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#Drain energy on sprint start to prevent the player from pressing sprint every other frame to get infinity energy
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if Input.is_action_just_pressed("Sprint"):
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sprintEnergy = clamp(sprintEnergy - sprintEnergyInitialUse, -(sprintEnergyInitialUse*2) , 100)
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# Rest of sprint energy logic
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if Input.is_action_pressed("Sprint"):
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sprintEnergy = clamp(sprintEnergy - sprintEnergyUse * delta, 0 , 100) # Drain sprint when holding the button
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if sprintEnergy > 0:
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sprinting = true
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else:
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sprinting = false
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else:
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sprinting = false
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sprintEnergy = clamp(sprintEnergy + sprintEnergyGain * delta, -(sprintEnergyInitialUse*2) , 100) # Gain sprint when not holding the button
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if not is_on_floor(): velocity += get_gravity()
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newMoveDirection = Vector3(0,0,0)
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# Set moveDirection based on input
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if Input.is_action_pressed("moveUp") and !Input.is_action_pressed("moveDown"):
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isMoving = true
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newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y)
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if Input.is_action_pressed("moveRight") and !Input.is_action_pressed("moveLeft"):
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isMoving = true
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newMoveDirection -= Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
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if Input.is_action_pressed("moveLeft") and !Input.is_action_pressed("moveRight"):
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isMoving = true
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newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
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if Input.is_action_pressed("moveDown") and !Input.is_action_pressed("moveUp"):
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isMoving = true
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newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y)
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showBacklights()
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else:
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hideBacklights()
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if newMoveDirection != Vector3(0,0,0):
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moveDirection = clampVectorLength(moveDirection + newMoveDirection*delta,0,handling)
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endOfPhysicsCleanup(delta)
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#Momentum stuff
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if isMoving:
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if Input.is_action_pressed("moveDown"):
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momentum = clamp(momentum + -aceleration*2 * delta,-maxSpeed/2,maxSpeed)
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else:
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momentum = clamp(momentum + aceleration * delta,-maxSpeed/2,maxSpeed)
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else:
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if momentum >= 0:
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momentum = clamp(momentum - deceleration * delta,-maxSpeed/2,maxSpeed)
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if momentum < 0:
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momentum = clamp(momentum + deceleration * delta,-maxSpeed/2,maxSpeed)
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if sprinting and isMoving and !Input.is_action_pressed("moveDown"):
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velocity = clampVectorLength(moveDirection.normalized() * (momentum + sprintSpeed),0,maxSpeed+sprintSpeed)
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else:
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velocity = clampVectorLength(moveDirection.normalized() * momentum,0,maxSpeed)
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bodyPivot.rotation.y = rotate_toward(bodyPivot.rotation.y, -atan2(moveDirection.z,moveDirection.x) + PI/2,delta*turnSpeed)
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#print(facingDirection.length())
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move_and_slide() #applies movement
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func endOfPhysicsCleanup(delta: float):
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trauma = max(trauma-delta*traumaReductionRate,0)
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time += delta
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rotation_degrees.x = initialRotation.x + maxX * getShakeIntensity() * getNoiseFromSeed(343)
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rotation_degrees.y = initialRotation.y + maxY * getShakeIntensity() * getNoiseFromSeed(123)
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rotation_degrees.z = initialRotation.z + maxZ * getShakeIntensity() * getNoiseFromSeed(234)
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#Rotate head based on camera movement
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headPivot.rotation.y = cameraPivot.rotation.y
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headPivot.rotation.x = -camera.rotation.x
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if trauma == 0.0:
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headPivot.rotation.z = 0.0
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headBinoculars.rotation.z = 0.0
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sprintBar.value = sprintEnergy
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func showBacklights() -> void:
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backlightL.show()
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backlightR.show()
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func hideBacklights() -> void:
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backlightL.hide()
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backlightR.hide()
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func useSprintEnergy(delta: float):
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sprintEnergy = clamp(sprintEnergy - sprintEnergyUse * delta, 0, 100)
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func setRightLeftLean(direction: int, strength: float, delta: float) -> void:
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if direction > 0 and rightLeftLean < 0:
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rightLeftLean = 0
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elif direction < 0 and rightLeftLean > 0:
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rightLeftLean = 0
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rightLeftLean = clamp(rightLeftLean + strength * delta * direction,-1,1)
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func getAngleBetweenVectors(a: Vector3, b: Vector3) -> float:
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if a.length() == 0 or b. length() == 0:
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return 0
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return acos((a.dot(b)/(a.length()*b.length())))
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func getDistance(a: Node3D, b: Node3D) -> float:
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var distanceVector: Vector3
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distanceVector = b.global_position - a.global_position
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return distanceVector.length()
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func clampVectorLength(Vector: Vector3, minLength: float, maxLength: float) -> Vector3:
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#scales Vector up/ down to the max/ min length givin. If the Vector has a length of 0 it will be returned without being scaled.
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if Vector.length() == 0: return Vector
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if Vector.length() < minLength:
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return Vector * minLength / Vector.length()
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elif Vector.length() > maxLength:
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return Vector * maxLength / Vector.length()
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return Vector
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func onCollision() -> void:
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trauma = 1
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func addTrauma(traumaAmount: float):
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trauma = clamp(trauma+traumaAmount,0,1)
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func getShakeIntensity() -> float:
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return shakeIntensety * trauma * trauma
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func getNoiseFromSeed(seed_: int) -> float:
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noise.seed = seed_
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return noise.get_noise_1d(time*noiseSpeed)
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func _input(event: InputEvent) -> void: #Camera movement with mouse
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if event is InputEventMouseMotion && Input.mouse_mode == 2:
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camera.rotation.x -= clamp(deg_to_rad(event.relative.y * mouseSensetivity),-180,180)
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cameraPivot.rotation.y -= deg_to_rad(event.relative.x * mouseSensetivity)
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facingDirection = facingDirection.rotated(deg_to_rad(event.relative.x * mouseSensetivity))
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camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -70, 70)
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cameraPivot.rotation.z = 0
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func _on_hurt_box_hit_taken(attack: Attack) -> void:
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if invoulnerable: return
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trauma = attack.trauma
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health -= attack.damage
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if health <= 0.0:
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die()
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invoulnerable = true
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func die() -> void:
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Multiplayer.alivePlayerDict.erase(int(name))
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headBinoculars.show()
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headPivot.position = Vector3(0,0.382,0.063)
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headPivot.rotation = Vector3(0,0,0)
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$"pivot/pivotRightLeg/pivotLeftLeg/body/Grabby Arms_L".rotation.x = deg_to_rad(90)
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$"pivot/pivotRightLeg/pivotLeftLeg/body/Grabby Arms_R".rotation.x = deg_to_rad(90)
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var spectator = spectatorScene.instantiate()
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spectatorParent.add_child(spectator)
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camera.current = false
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alive = false
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@@ -0,0 +1 @@
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uid://b4avd5n3wv18p
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@@ -0,0 +1,88 @@
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extends Node3D
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class_name PathfindingGridLoader
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var loading: bool = false # when this is true the grid starts loading
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var loading_done: bool = false # when the grid is loaded, this becomes true
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@export var height: float= 0.2 ##Choose a height that is just above the floor
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@export var lengthX: int = 50 ##How far the grid generates in the x direction, generates as a rectangle
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@export var lengthZ: int = 50 ##How far the grid generates in the z direction, generates as a rectangle
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@export var point_density: float = 0.75 ##How many points per unit of grid, cannot be = 0
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@export var minimum_connections_per_point: int = 3
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var astar: AStar2D = AStar2D.new()
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func _physics_process(_delta: float) -> void:
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if loading == false: return
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if loading_done == true: return
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generatePoints()
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connectPointsToNeighbors()
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killPointsWithoutFriends(minimum_connections_per_point)
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addWeightToPoints()
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loading = false
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loading_done = true
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func loadGrid() -> void:
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loading = true
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func castRay(startPoint:Vector3,endPoint: Vector3,collisionMask:int = 0xFFFFFFFF,hitFromInside: bool = true) -> bool: ##Returns true if the ray collides and false if it doesn't
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var space_state = get_world_3d().direct_space_state
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var rayQueryParam = PhysicsRayQueryParameters3D.create(startPoint,endPoint)
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rayQueryParam.collision_mask = collisionMask
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rayQueryParam.hit_from_inside = hitFromInside
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return space_state.intersect_ray(rayQueryParam).size()
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func checkPoint(point: Vector2) -> bool: ## only ever call this from physics process as it uses physics for raycast and may not work on idle callback
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var floorDetected: bool = castRay(Vector3(point.x,height,point.y),Vector3(point.x,-(height*1.5),point.y)) #Walls are on layer 3 (0b1000)
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var wallDetected: bool = castRay(Vector3(point.x,height,point.y),Vector3(point.x,-(height*1.5),point.y),0b100)
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if !wallDetected && floorDetected:
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return true
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else:
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return false
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func getPointsInRadius(origin: Vector2,radius: float, maxPoints: int = 9) -> Array[int]: #Origin point is always index 0 in the array
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var pointIDs: Array[int]
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for point in maxPoints:
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var id = astar.get_closest_point(origin)
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if (astar.get_point_position(id) - origin).length() <= radius:
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pointIDs.push_back(id)
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astar.set_point_disabled(id)
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for id in pointIDs:
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astar.set_point_disabled(id,false)
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return pointIDs
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func connectIfValid(id1: int, id2: int):
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var point1 := astar.get_point_position(id1)
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var point2 := astar.get_point_position(id2)
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if !castRay(Vector3(point1.x,height,point1.y),Vector3(point2.x,height,point2.y)):
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astar.connect_points(id1,id2)
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||||
func generatePoints() -> void:
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||||
var currentPoint: Vector2
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||||
var currentID: int = 0
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for x in lengthX*point_density:
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for z in lengthZ*point_density:
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||||
currentPoint = Vector2((x/point_density + self.global_position.x),z/point_density + self.global_position.z)
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||||
if checkPoint(currentPoint):
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astar.add_point(currentID,currentPoint)
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||||
currentID += 1
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||||
|
||||
func connectPointsToNeighbors() -> void:
|
||||
for id in astar.get_point_ids():
|
||||
var neighborPoints: Array[int]
|
||||
neighborPoints = getPointsInRadius(astar.get_point_position(id),(1/point_density)*1.5)
|
||||
for point in neighborPoints.size()-1:
|
||||
connectIfValid(neighborPoints[0],neighborPoints[point+1])
|
||||
|
||||
func killPointsWithoutFriends(minConnections: int) -> void: ##Really mean and evil and fucked up function
|
||||
var cullPoints: Array[int]
|
||||
for id in astar.get_point_ids():
|
||||
if astar.get_point_connections(id).size() < minConnections:
|
||||
cullPoints.push_back(id)
|
||||
for point in cullPoints:
|
||||
astar.remove_point(point)
|
||||
|
||||
func addWeightToPoints() -> void: #Add weight depending on number of connections
|
||||
for id in astar.get_point_ids():
|
||||
astar.set_point_weight_scale(id,8 - astar.get_point_connections(id).size())
|
||||
Reference in New Issue
Block a user