batrix/scripts/player/player.gd
2025-02-18 00:44:03 +10:00

130 lines
3.3 KiB
GDScript

class_name Player
extends CharacterBody3D
const MOVE_SPEED: float = 10
const MOVE_ACCELERATION: float = 100
const MOVE_DECELERATION: float = 50
const FALL_SPEED: float = 20
const FALL_ACCELERATION: float = 25
@export var _respawn_height: float = -5
@export var _controller_aim_offset: float = 20
@export var _vertical_aim_aspect: float = 1.5
var aim_offset: Vector3
var aim_input: Vector2
var _respawn_point: Vector3
var _floor_height: float
var _move_input: Vector2
var _move_direction: Vector3
func _ready() -> void:
_respawn_point = global_position
Referencer.player = self
func _process(_delta: float) -> void:
_controller_aiming()
call_deferred("_mouse_aiming")
_process_respawning()
Debugger.marker("aim", global_position + aim_offset)
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
_lateral_movement(delta)
_vertical_movement(delta)
move_and_slide()
func _controller_aiming() -> void:
if Inputer.mode != Inputer.Mode.CONTROLLER:
return
aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
if aim_input.length() == 0 and _move_input.length() == 0:
return
var input := (aim_input if aim_input.length() > 0 else _move_input).normalized()
var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
aim_offset = (
aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
* _controller_aim_offset
)
look_at(global_position + aim_offset, Vector3.UP, true)
func _mouse_aiming() -> void:
if Inputer.mode != Inputer.Mode.KB_MOUSE:
return
var player_position := global_position
if is_on_floor():
_floor_height = player_position.y
player_position.y = _floor_height
var aim_position := _mouse_project(_floor_height)
aim_offset = aim_position - player_position
aim_position.y = global_position.y
if aim_position == global_position:
return
look_at(aim_position, Vector3.UP, true)
func _mouse_project(height: float) -> Vector3:
var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, height)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return Vector3.ZERO
return intersection as Vector3
func _process_respawning() -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point
velocity = Vector3.ZERO
func _lateral_movement(delta: float) -> void:
_move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if _move_input.length() > 0:
_move_direction = Vector3(_move_input.x, 0, _move_input.y).normalized().rotated(
Vector3.UP, Referencer.main_camera.rotation.y
)
var new_velocity := _move_direction * MOVE_SPEED
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
else:
var new_velocity := Vector3.ZERO
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
func _vertical_movement(delta: float) -> void:
if not is_on_floor():
var new_velocity := velocity
new_velocity.y = -FALL_SPEED
velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
else:
velocity.y = 0