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2026-01-21 23:40:20 +01:00
commit d1f8068081
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actors/Player/Hud.tscn Normal file
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[gd_scene load_steps=5 format=3 uid="uid://mv0dgwdlha3m"]
[ext_resource type="Texture2D" uid="uid://d0idf4f20sbiy" path="res://assets/2D/Back.png" id="1_05nb1"]
[ext_resource type="Texture2D" uid="uid://dlnfrfnyh16sb" path="res://assets/2D/Progress.png" id="2_4v4de"]
[ext_resource type="Texture2D" uid="uid://c1401tikex5vt" path="res://assets/2D/Viser.png" id="3_gwlmi"]
[ext_resource type="Texture2D" uid="uid://csbtt12ohhvec" path="res://assets/2D/GreenCross.png" id="4_je5l8"]
[node name="Hud" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="TextureProgressBar" type="TextureProgressBar" parent="."]
z_index = 2
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -61.0
offset_top = -87.0
offset_right = 141.5
offset_bottom = 42.0
grow_horizontal = 2
grow_vertical = 0
scale = Vector2(0.685, 0.685)
value = 100.0
nine_patch_stretch = true
texture_under = ExtResource("1_05nb1")
texture_progress = ExtResource("2_4v4de")
[node name="Viser" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -9.0
offset_bottom = 15.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("3_gwlmi")
expand_mode = 2
[node name="InteractCross" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -105.0
offset_top = -60.0
offset_right = -75.0
offset_bottom = -30.0
grow_horizontal = 2
grow_vertical = 0
texture = ExtResource("4_je5l8")
expand_mode = 2
[node name="ProgressBar" type="ProgressBar" parent="."]
layout_mode = 0
offset_left = 661.0
offset_top = 582.0
offset_right = 665.0
offset_bottom = 609.0
scale = Vector2(3.1574438, 2.083971)
fill_mode = 3
show_percentage = false

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[gd_scene load_steps=2 format=3 uid="uid://cas4ts0b08qd6"]
[ext_resource type="Script" uid="uid://rywjg37p7ush" path="res://actors/Player/spectator.gd" id="1_ibavb"]
[node name="Spectator" type="Node3D"]
script = ExtResource("1_ibavb")
[node name="SpringArm3D" type="SpringArm3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.888617, 0.45865, 0, -0.45865, 0.888617, 0, 0.543102, 0)
spring_length = 1.8
[node name="Camera3D" type="Camera3D" parent="SpringArm3D"]

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extends CharacterBody3D
class_name PlayerCharacter
#Movement
var aceleration: float = 4.32 #Current aceleration
var maxSpeed: float = 6.2 #Maximum Speed
var sprintSpeed: float = 4.54 #Additional Speed gained while Sprinting
var isMoving: bool = false
var slowed: bool = false
var momentum: float = 0
var newMoveDirection: Vector3 = Vector3(0,0,0)
var moveDirection: Vector3 = Vector3(0,0,0)
var deceleration: float = 5.56
var turnSpeed: float = PI #Speed at wich body turn sideways
var handling: float = 0.67
var facingDirection = Vector2(0,1) #Where the legs are facing
var sprinting = false #While Player is sprinting
var sprintPowerInitialUse: float = 4.5 #How much % sprint energy is used immediatly when initiating a sprint
var sprintPowerUse: float = 17.5 #How much % energy is used per 1 sec of sprint
#Power (Energy bar)
var power: float = 100 #Energy used for Sprinting
var passivePowerGain: float = 20 #How much % energy is gained per 1 sec of recovery
#Falling
var fallingSpeed: float = 10 #max falling speed, 8 would be rougly earth gravity
#Jump
var jumpingStart: bool = false #Keeps Track of first frame of Jump to handle on jump start behavior
var jumping: bool = false
var jumpPowerUse: float = 35 #How much Power is used by the Jump
var jumpEnergyChargeSpeed: float = 125 #How quickly Jump is charged (in %, meaning that 100 = 1 sec chrage time)
var jumpEnergyDischargeSpeed: float = 150 #How quickly Jump is discharged (in %, meaning that 100 = 1 sec chrage time), basically jump duration
var jumpForce: float = 14 #This is multiplied with jump charge from 0 - 100 to get jump velocity
#Dash
var dashForce: float = 1350 #How strong is the dashes forward propelling force
var dashDuration: float = 0.67 # How long does the dash propell in seconds
var currentDashDuration: float = 0.8 #How much of current dash is still left
var isDashing: bool = false #true Wihle airdash is active
var dashPowerUse: float = 30 #How much power is used by airdash
#Control States
var currentControlState: int = 0
enum controls {DEFAULT,STANDARD_MINIGAME}
#Health
var health: float = 100.0
var invoulnerable: bool = false
var alive: bool = true
@onready var camera: Camera3D = $CameraPivot/Camera3D
@onready var cameraPivot: Marker3D = $CameraPivot
@onready var flashlight: SpotLight3D = $CameraPivot/Camera3D/flashlight
@onready var backlightR := $pivot/BodyPivot/body/BacklightR
@onready var backlightL := $pivot/BodyPivot/body/BacklightL
@onready var pivot: = $pivot
@onready var headPivot: = $pivot/HeadBinoculars/HeadPivot
@onready var headBinoculars: = $pivot/HeadBinoculars
@onready var legs := $pivot/BodyPivot/CaterpillarLegs
@onready var body: = $pivot/BodyPivot/body
@onready var hud = $/root/Main/Hud
@onready var interactCross := $/root/Main/Hud/InteractCross
@onready var sprintBar :TextureProgressBar = $/root/Main/Hud/TextureProgressBar
@onready var jumpBar :ProgressBar = $/root/Main/Hud/ProgressBar
@onready var grabRaycast: = $CameraPivot/Camera3D/GrabDetector
@onready var grabPivot: = $pivot/BodyPivot/body/GrabPivot
@onready var grabBox: = $pivot/BodyPivot/body/GrabBox
var grabbedObject: GrabableObject
@onready var interactRaycast = $CameraPivot/Camera3D/InteractDetector
@onready var VoiceChat = $VoiceChat
@onready var bodyPivot: Node3D = $pivot/BodyPivot
var mouseSensetivity := 0.1 #How much mouse movement affects ingame camera movement
var spectatorScene: PackedScene = preload("res://actors/Player/Spectator.tscn")
var spectatorParent: Node3D
var mapLogic: MapLogic
#Camera Shake Stuff
var traumaReductionRate:float = 0.34
var trauma: float = 0
@export var maxX = 12
@export var maxY = 12
@export var maxZ = 7
@export var shakeIntensety : float = 7.0
var time: float = 0
@export var noise: Noise
var noiseSpeed: float = 50
var initialRotation = rotation_degrees as Vector3
# Camera Shake Stuff end
func _enter_tree() -> void:
set_multiplayer_authority(name.to_int())
if is_multiplayer_authority():
$CameraPivot/Camera3D.make_current()
$pivot/HeadBinoculars.hide()
Multiplayer.thisPlayer = self
func _ready() -> void:
Multiplayer.player_ready.emit(int(name))
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mapLogic = Multiplayer.currentMapLogic
spectatorParent = get_node("/root/Main/Spectators")
if mapLogic:
mapLogic.onCollision.connect(onCollision)
if is_multiplayer_authority():
position.y += 2
return
func _process(delta: float) -> void:
if not is_multiplayer_authority(): return
if not alive: return
if invoulnerable and trauma == 0.0:
invoulnerable = false
if Input.is_action_just_pressed("debug"): ##Debug
die()
updateMouseMode()
match currentControlState:
controls.DEFAULT:
regularControlsIdle(delta)
controls.STANDARD_MINIGAME:
standardMinigameControlsIdle(delta)
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority(): return
if not alive: return
match currentControlState:
controls.DEFAULT:
regularControlsPhysics(delta)
controls.STANDARD_MINIGAME:
endOfPhysicsCleanup(delta)
func updateMouseMode() -> void:
match currentControlState:
controls.DEFAULT:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
controls.STANDARD_MINIGAME:
Input.mouse_mode = Input.MOUSE_MODE_CONFINED
func standardMinigameControlsIdle(_delta:float):
pass
#if Input.is_action_just_pressed("leaveMinigame"):
#currentControlState = controls.DEFAULT
func regularControlsIdle(_delta:float):
#Interacting Logic
var InteractCollider: InteractBox = interactRaycast.get_collider()
if InteractCollider and Input.is_action_just_pressed("interact"):
InteractCollider.playerRef = self
InteractCollider.interact()
if InteractCollider.type == "minigame":
currentControlState = controls.STANDARD_MINIGAME
momentum = 0
#Grabbing Logic
var GrabCollider: GrabBox = grabRaycast.get_collider()
var grabBoxCollider: Array[Area3D] = grabBox.get_overlapping_areas()
if(grabBoxCollider and Input.is_action_just_pressed("interact") and !grabbedObject):
if grabBoxCollider.has(GrabCollider): #If the player is looking at an object and it is in the grab box
grabbedObject = GrabCollider.grab()
else:
#If the player is not looking at an object, grab the closet one in the grab box
var closestObj: GrabBox
var distanceToClosestObj: float = 100
for grabObj in grabBoxCollider:
if (getDistance(self,grabObj) < distanceToClosestObj):
closestObj = grabObj
distanceToClosestObj = getDistance(self, grabObj)
grabbedObject = closestObj.grab()
if InteractCollider or grabBoxCollider:
interactCross.show()
else:
interactCross.hide()
if Input.is_action_just_pressed("flashlight"):
flashlight.visible = !flashlight.visible
if grabbedObject:
grabbedObject.global_position = grabPivot.global_position# + grabbedObject.grabPositionPositionOffset
grabbedObject.rotation = grabPivot.global_rotation + grabbedObject.grabPositionRotationOffset
if grabbedObject.grabBox.heavy: slowed = true
if Input.is_action_just_pressed("drop"):
grabbedObject.release.rpc()
grabbedObject = null
slowed = false
momentum = 0
if Input.is_action_just_pressed("throw"):
grabbedObject.release.rpc()
grabbedObject.throw.rpc_id(1,facingDirection.x,facingDirection.y,camera.rotation.x)
grabbedObject = null
slowed = false
momentum = 0
func regularControlsPhysics(delta: float):
#Drain energy on sprint start to prevent the player from pressing sprint every other frame to get infinity energy
#if Input.is_action_just_pressed("Sprint") and is_on_floor():
#power = clamp(power - sprintPowerInitialUse, -(sprintPowerInitialUse*2) , 100)
# Rest of sprint energy logic
if Input.is_action_pressed("Sprint") and is_on_floor():
power = clamp(power - sprintPowerUse * delta, 0 , 100) # Drain sprint when holding the button
if power > 0:
sprinting = true
else:
sprinting = false
else:
sprinting = false
power = clamp(power + passivePowerGain * delta, -(sprintPowerInitialUse*2) , 100) # Gain sprint when not holding the button
isMoving = false
newMoveDirection = Vector3(0,0,0)
# Set moveDirection based on input
if Input.is_action_pressed("moveUp") and !Input.is_action_pressed("moveDown"):
isMoving = true
newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y)
if Input.is_action_pressed("moveRight") and !Input.is_action_pressed("moveLeft"):
isMoving = true
if Input.is_action_pressed("moveDown"):
newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
else:
newMoveDirection -= Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
if Input.is_action_pressed("moveLeft") and !Input.is_action_pressed("moveRight"):
isMoving = true
if Input.is_action_pressed("moveDown"):
newMoveDirection -= Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
else:
newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y).rotated(up_direction,PI/2)
if Input.is_action_pressed("moveDown") and !Input.is_action_pressed("moveUp"):
isMoving = true
newMoveDirection += Vector3(facingDirection.x,0,facingDirection.y)
showBacklights()
else:
hideBacklights()
if newMoveDirection != Vector3(0,0,0):
moveDirection = clampVectorLength(moveDirection + newMoveDirection*delta,0,handling)
#if getAngleBetweenVectors(newMoveDirection,moveDirection) > deg_to_rad(135):
#moveDirection = newMoveDirection.normalized() * moveDirection.length()
#else:
#moveDirection = clampVectorLength(moveDirection + newMoveDirection*delta,0,handling)
endOfPhysicsCleanup(delta)
#Momentum stuff
if isMoving:
if Input.is_action_pressed("moveDown"):
momentum = clamp(momentum + -aceleration*2 * delta,-maxSpeed/2,maxSpeed)
else:
momentum = clamp(momentum + aceleration * delta,-maxSpeed/2,maxSpeed)
else:
if momentum >= 0:
momentum = clamp(momentum - deceleration * delta,-maxSpeed/2,maxSpeed)
if momentum < 0:
momentum = clamp(momentum + deceleration * delta,-maxSpeed/2,maxSpeed)
if abs(momentum-deceleration*delta) < deceleration * delta * 2:
momentum = 0
if sprinting and isMoving and !Input.is_action_pressed("moveDown"):
velocity = clampVectorLength(moveDirection.normalized() * (momentum + sprintSpeed),0,maxSpeed+sprintSpeed)
else:
velocity = clampVectorLength(moveDirection.normalized() * momentum,0,maxSpeed)
bodyPivot.rotation.y = rotate_toward(bodyPivot.rotation.y, -atan2(moveDirection.z,moveDirection.x) + PI/2,delta*turnSpeed)
if not is_on_floor():
velocity += get_gravity().normalized() * fallingSpeed
#Jump Logic
if Input.is_action_pressed("jump") and is_on_floor():
jumpBar.value = clampf(jumpBar.value + jumpEnergyChargeSpeed*delta,0,100)
if jumpBar.value > 67: jumping = true
elif jumpBar.value > 0 and jumping:
if !jumpingStart:
if power < jumpPowerUse/2:
jumpBar.value = 0
else:
jumpingStart = true
power -= jumpPowerUse
velocity -= get_gravity().normalized() * jumpForce * jumpBar.value * delta
jumpBar.value = clampf(jumpBar.value - jumpEnergyDischargeSpeed*delta,0,100)
else:
jumpBar.value = 0
jumping = false
jumpingStart = false
#Dash Logic
#if Input.is_action_just_pressed("Sprint") and !isDashing:
#if power > dashPowerUse and !isDashing:
#power -= dashPowerUse
#isDashing = true
#
#if isDashing and currentDashDuration > 0:
#currentDashDuration = clamp(currentDashDuration - delta,0,dashDuration)
#velocity += Vector3(facingDirection.x,0,facingDirection.y) * dashForce * (currentDashDuration/dashDuration) * delta
#else:
#isDashing = false
#currentDashDuration = dashDuration
#
move_and_slide() #applies movement
func endOfPhysicsCleanup(delta: float):
trauma = max(trauma-delta*traumaReductionRate,0)
time += delta
rotation_degrees.x = initialRotation.x + maxX * getShakeIntensity() * getNoiseFromSeed(343)
rotation_degrees.y = initialRotation.y + maxY * getShakeIntensity() * getNoiseFromSeed(123)
rotation_degrees.z = initialRotation.z + maxZ * getShakeIntensity() * getNoiseFromSeed(234)
#Rotate head based on camera movement
headPivot.rotation.y = cameraPivot.rotation.y
headPivot.rotation.x = -camera.rotation.x
if trauma == 0.0:
headPivot.rotation.z = 0.0
headBinoculars.rotation.z = 0.0
sprintBar.value = power
func showBacklights() -> void:
backlightL.show()
backlightR.show()
func hideBacklights() -> void:
backlightL.hide()
backlightR.hide()
func getAngleBetweenVectors(a: Vector3, b: Vector3) -> float:
if a.length() == 0 or b. length() == 0:
return 0
return acos((a.dot(b)/(a.length()*b.length())))
func getDistance(a: Node3D, b: Node3D) -> float:
var distanceVector: Vector3
distanceVector = b.global_position - a.global_position
return distanceVector.length()
func clampVectorLength(Vector: Vector3, minLength: float, maxLength: float) -> Vector3:
#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.
if Vector.length() == 0: return Vector
if Vector.length() < minLength:
return Vector * minLength / Vector.length()
elif Vector.length() > maxLength:
return Vector * maxLength / Vector.length()
return Vector
func onCollision() -> void:
trauma = 1
func addTrauma(traumaAmount: float):
trauma = clamp(trauma+traumaAmount,0,1)
func getShakeIntensity() -> float:
return shakeIntensety * trauma * trauma
func getNoiseFromSeed(seed_: int) -> float:
noise.seed = seed_
return noise.get_noise_1d(time*noiseSpeed)
func _input(event: InputEvent) -> void: #Camera movement with mouse
if event is InputEventMouseMotion && Input.mouse_mode == 2:
camera.rotation.x -= clamp(deg_to_rad(event.relative.y * mouseSensetivity),-180,180)
cameraPivot.rotation.y -= deg_to_rad(event.relative.x * mouseSensetivity)
facingDirection = facingDirection.rotated(deg_to_rad(event.relative.x * mouseSensetivity))
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -70, 70)
cameraPivot.rotation.z = 0
func _on_hurt_box_hit_taken(attack: Attack) -> void:
if invoulnerable: return
trauma = attack.trauma
health -= attack.damage
if health <= 0.0:
die()
invoulnerable = true
func die() -> void:
Multiplayer.alivePlayerDict.erase(int(name))
headBinoculars.show()
headPivot.position = Vector3(0,0.382,0.063)
headPivot.rotation = Vector3(0,0,0)
#$"pivot/pivotRightLeg/pivotLeftLeg/body/Grabby Arms_L".rotation.x = deg_to_rad(90)
#$"pivot/pivotRightLeg/pivotLeftLeg/body/Grabby Arms_R".rotation.x = deg_to_rad(90)
var spectator = spectatorScene.instantiate()
spectatorParent.add_child(spectator)
camera.current = false
alive = false

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uid://bbs5fa4ewvrwn

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extends Node3D
var followTarget: Node3D
var followedPlayerIndex: int = 0
var mouseSensetivity: float = 0.1
func _ready() -> void:
activateCamera()
func _process(_delta: float) -> void:
updateFollowTarget()
if followTarget:
global_position = followTarget.global_position
func _input(event: InputEvent) -> void: #Camera movement with mouse
if event is InputEventMouseMotion && Input.mouse_mode == 2:
rotation.x = clampf(rotation.x - deg_to_rad(event.relative.y * mouseSensetivity),-PI/8,PI/4)
rotation.y -= deg_to_rad(event.relative.x * mouseSensetivity)
func updateFollowTarget() -> void:
if Input.is_action_just_pressed("throw"):
followedPlayerIndex += 1
if followedPlayerIndex >= Multiplayer.playerDict.size():
followedPlayerIndex = 0
followTarget = Multiplayer.playerDict.values()[followedPlayerIndex]
func activateCamera() -> void:
$SpringArm3D/Camera3D.current = true

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uid://rywjg37p7ush