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SpaceBots/.svn/pristine/61/6150f614377bef09fee8b8b68343b61dc37a6bc6.svn-base
2026-01-21 23:51:53 +01:00

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extends CharacterBody3D
class_name PlayerCharacter
var aceleration = 3.32 #Current aceleration
var maxSpeed = 5.3 #Maximum Speed
var sprintSpeed = 2.31 #Additional Speed gained while Sprinting
var slowdownSpeedLimit: float = 0.8 #How fast the player can go when slowed
var gear: String = "neutral" #Weather the player is going forward, backward or standing still
var slowed: bool = false
var momentum: Vector3 = Vector3(0,0,0)
var deceleration:float = 6.0
var turnSpeed = 0.469 #Speed at wich legs turn sideways
var sprintStillTurnSpeed = 1.169 #Speed at wich the legs turns sideways when holding sprint and standing still
var drivingTurnSpeed = 0.2569 #Speed at wich legs turn sideways while driving
var driftingTurnSpeed = 1.5 #Speed increase of turn while drifting
var facingDirection = Vector2(0,1) #Where the legs are facing
var sprinting = false #While Player is sprinting
var sprintEnergy = 100 #Energy used for Sprinting
var sprintEnergyUse = 17.5 #How much % energy is used per 1 sec of sprint
var sprintEnergyGain = 30 #How much % energy is gained per 1 sec of recovery
var maxDriftAngle = 0.12 #Quaternion(0,0,0.06,0.998).normalized() #How much the playesr turns to the side while drifting (radians)
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
var currentControlState: int = 0
enum controls {DEFAULT,STANDARD_MINIGAME}
var health: float = 100.0
var invoulnerable: bool = false
var alive: bool = true
@onready var camera := $pivot/CameraPivot/Camera3D
@onready var cameraPivot := $pivot/CameraPivot
@onready var flashlightR := $pivot/pivotRightLeg/pivotLeftLeg/body/flashlightR
@onready var flashlightL :=$pivot/CameraPivot/Camera3D/flashlightL
@onready var backlightR := $pivot/pivotRightLeg/pivotLeftLeg/body/BacklightR
@onready var backlightL := $pivot/pivotRightLeg/pivotLeftLeg/body/BacklightL
@onready var pivot: = $pivot
@onready var headPivot: = $pivot/pivotRightLeg/pivotLeftLeg/HeadBinoculars/HeadPivot
@onready var headBinoculars: = $pivot/pivotRightLeg/pivotLeftLeg/HeadBinoculars
@onready var binoculars := $pivot/pivotRightLeg/pivotLeftLeg/HeadBinoculars/HeadPivot/Binoculars
@onready var legs := $pivot/pivotRightLeg/pivotLeftLeg/CaterpillarLegs
@onready var body: = $pivot/pivotRightLeg/pivotLeftLeg/body
@onready var hud = $/root/Main/Hud
@onready var interactCross := $/root/Main/Hud/InteractCross
@onready var sprintBar := $/root/Main/Hud/TextureProgressBar
@onready var grabRaycast: = $pivot/CameraPivot/Camera3D/GrabDetector
@onready var grabPivot: = $pivot/pivotRightLeg/pivotLeftLeg/body/GrabPivot
@onready var grabBox: = $pivot/pivotRightLeg/pivotLeftLeg/body/GrabBox
var grabbedObject: GrabableObject
@onready var interactRaycast = $pivot/CameraPivot/Camera3D/InteractDetector
@onready var VoiceChat = $VoiceChat
@onready var pivotRightLeg = $pivot/pivotRightLeg
@onready var pivotLeftLeg = $pivot/pivotRightLeg/pivotLeftLeg
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 := 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():
$/root/Main/Hud/Identifier.show()
$"pivot/CameraPivot/Camera3D".make_current()
$pivot/pivotRightLeg/pivotLeftLeg/HeadBinoculars.hide()
$/root/Main/Hud/TextureProgressBar.show()
func _ready() -> void:
Multiplayer.peer_connected(int(name))
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mapLogic = Multiplayer.currentMapLogic
spectatorParent = get_node("/root/Main/Spectators")
if mapLogic:
mapLogic.onCollision.connect(onCollision)
if is_multiplayer_authority():
position.y += 2
return
func _process(delta: float) -> void:
if not is_multiplayer_authority(): return
if not alive: return
#$/root/Main/Hud/Identifier.text = str(cameraPivot.global_rotation.y*180/PI)
var cam_rot = cameraPivot.global_rotation.y*180/PI
if cam_rot < 135 and cam_rot > 45:
#NORTH (x+)
$/root/Main/Hud/Identifier.text="North"
elif cam_rot > -45 and cam_rot < 45:
#EAST (z+)
$/root/Main/Hud/Identifier.text="East"
elif cam_rot > -135 and cam_rot < -45:
#SOUTH (x-)
$/root/Main/Hud/Identifier.text="South"
else:
#WEST
$/root/Main/Hud/Identifier.text="West"
if invoulnerable and trauma == 0.0:
invoulnerable = false
if Input.is_action_just_pressed("debug"):
die()
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 standardMinigameControlsIdle(_delta:float):
if Input.is_action_just_pressed("moveDown") or Input.is_action_just_pressed("interact"):
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 = Vector3(0,0,0)
#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"):
#flashlightL.visible = !flashlightL.visible
flashlightR.visible = !flashlightR.visible
if gear == "backward":
backlightL.show()
backlightR.show()
else:
backlightR.hide()
backlightL.hide()
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 = Vector3(0,0,0)
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 = Vector3(0,0,0)
func regularControlsPhysics(delta: float):
gear = "neutral"
if Input.is_action_pressed("moveUp"):
gear = "forward"
if Input.is_action_pressed("moveDown"):
gear = "backward"
if Input.is_action_pressed("Sprint"):
sprinting = true
else:
sprinting = false
#Rotating Basis without affecting some children
var _bodyRotationKeep = body.global_rotation
var headBinocularsKeep = headBinoculars.global_basis
var headPivotKeepX = headPivot.global_rotation.x
var headPivotKeepY = headPivot.global_rotation.y
var cameraPivotKeepRot = cameraPivot.global_rotation
pivot.rotation.y = atan2(facingDirection.x,facingDirection.y)
if !sprinting: sprintEnergy = clamp(sprintEnergy + sprintEnergyGain * delta, 0 , 100)
if not is_on_floor(): momentum = get_gravity()
if Input.is_action_pressed("moveLeft"):
turn(-1,delta)
if Input.is_action_pressed("moveRight"):
turn(1,delta)
#Apply Speed
match gear:
"forward":
momentum += Vector3(facingDirection.x,0,facingDirection.y) * aceleration * delta
if sprinting and sprintEnergy >= 5:
momentum += Vector3(facingDirection.x,0,facingDirection.y) * (aceleration + sprintSpeed) * delta
useSprintEnergy(delta)
momentum = clampVectorLength(momentum,0,maxSpeed + sprintSpeed)
else:
momentum = clampVectorLength(momentum,0,maxSpeed)
"neutral":
momentum -= momentum.normalized() * deceleration * delta #decelerate by deceleration/ seccond
if momentum.length() < 0.1:
momentum = Vector3(0,0,0)
"backward":
momentum -= Vector3(facingDirection.x,0,facingDirection.y) * (aceleration) * delta
momentum = clampVectorLength(momentum,0,maxSpeed/2.0)
if momentum.length() < 6:
unTilt(delta)
#End of Frame cleanup
#Rotation Stuff
cameraPivot.global_rotation.x = cameraPivotKeepRot.x
cameraPivot.global_rotation.y = cameraPivotKeepRot.y
headPivot.global_rotation.x = headPivotKeepX
headPivot.global_rotation.y = headPivotKeepY
headBinoculars.global_basis = headBinocularsKeep
cameraPivot.rotation.z = pivotLeftLeg.rotation.z + pivotRightLeg.rotation.z
endOfPhysicsCleanup(delta)
if slowed:
velocity = clampVectorLength(momentum,0,slowdownSpeedLimit)
else:
velocity = momentum
move_and_slide() #applies movement
func turn(leftRight: int,delta:float):
match gear:
"backward":
drivingTurn(-leftRight,1,delta)
"neutral":
if sprinting and sprintEnergy >= 5:
facingDirection = facingDirection.rotated(leftRight * PI * delta * sprintStillTurnSpeed)
useSprintEnergy(delta)
else:
facingDirection = facingDirection.rotated(leftRight * PI * delta * turnSpeed)
"forward":
if momentum.length() >= 6:
setRightLeftLean(leftRight,0.75,delta)
tiltRightLeft()
drivingTurn(leftRight,driftingTurnSpeed,delta)
else:
drivingTurn(leftRight,1,delta)
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 = sprintEnergy
func drivingTurn(leftRight: int,mult: float, delta: float) -> void:
facingDirection = facingDirection.rotated(leftRight * PI * delta * drivingTurnSpeed * mult)
momentum = momentum.rotated(Vector3(0,1,0),-leftRight * PI * delta * drivingTurnSpeed * mult)
func useSprintEnergy(delta: float):
sprintEnergy = clamp(sprintEnergy - sprintEnergyUse * delta, 0, 100)
func setRightLeftLean(direction: int, strength: float, delta: float) -> void:
if direction > 0 and rightLeftLean < 0:
rightLeftLean = 0
elif direction < 0 and rightLeftLean > 0:
rightLeftLean = 0
rightLeftLean = clamp(rightLeftLean + strength * delta * direction,-1,1)
func getDistance(a: Node3D, b: Node3D) -> float:
var distanceVector: Vector3
distanceVector = b.global_position - a.global_position
return distanceVector.length()
func tiltRightLeft() -> void:
if rightLeftLean < 0:
pivotLeftLeg.rotation.z = lerp_angle(pivotLeftLeg.rotation.z,-maxDriftAngle,abs(rightLeftLean))
else:
pivotRightLeg.rotation.z = lerp_angle(pivotRightLeg.rotation.z,maxDriftAngle,abs(rightLeftLean))
func unTilt(delta: float) -> void:
rightLeftLean = lerpf(rightLeftLean,0,0.5*delta)
pivotLeftLeg.rotation.z = lerp_angle(pivotLeftLeg.rotation.z,0.0,1-abs(rightLeftLean))
pivotRightLeg.rotation.z = lerp_angle(pivotRightLeg.rotation.z,0.0,1-abs(rightLeftLean))
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)
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