168 lines
3.7 KiB
GDScript
168 lines
3.7 KiB
GDScript
class_name Player
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extends CharacterBody3D
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const MOVE_SPEED: float = 5
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const MOVE_ACCELERATION: float = 25
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const MOVE_DECELERATION: float = 25
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const JUMP_FORCE: float = 10
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const FALL_SPEED: float = 20
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const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -100
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var _respawn_point: Vector3
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@onready var _camera: Camera3D = $Camera3D
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@onready var _name_label: Label3D = $NameLabel
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func _enter_tree() -> void:
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set_multiplayer_authority(str(name).to_int())
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func _ready() -> void:
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_name_label.text = str(name)
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if not is_multiplayer_authority():
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return
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_respawn_point = global_position
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_camera.make_current()
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Referencer.player = self
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Referencer.main_camera = _camera
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print("Player ", name, " ready")
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func _exit_tree() -> void:
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if not is_multiplayer_authority():
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return
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Referencer.player = null
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Referencer.main_camera = null
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print("Player ", name, " exiting tree")
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func _process(delta: float) -> void:
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if not is_multiplayer_authority():
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Debugger.vector(
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"look" + str(name),
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_camera.global_position,
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_camera.global_position - _camera.global_basis.z
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)
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return
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_process_respawning()
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_process_controller_rotating(delta)
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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_lateral_movement(delta)
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_vertical_movement(delta)
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_jumping(delta)
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move_and_slide()
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func _unhandled_input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion:
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_handle_mouse_rotating(event as InputEventMouseMotion)
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func _process_respawning() -> void:
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if global_position.y < _respawn_height:
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global_position = _respawn_point
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velocity = Vector3.ZERO
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func _process_controller_rotating(delta: float) -> void:
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var controller_raw_input := (
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Input
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. get_vector(
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"camera_left",
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"camera_right",
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"camera_up",
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"camera_down",
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)
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)
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rotate_y(
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(
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-controller_raw_input.x
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* deg_to_rad(Settings.controller_sensitivity_horizontal)
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* delta
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* (-1 if Settings.invert_controller_horizontal else 1)
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)
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)
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_camera.rotate_x(
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(
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-controller_raw_input.y
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* deg_to_rad(Settings.controller_sensitivity_vertical)
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* delta
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* (-1 if Settings.invert_controller_vertical else 1)
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)
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)
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_camera.rotation.x = clampf(_camera.rotation.x, PI / -2, PI / 2)
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func _lateral_movement(delta: float) -> void:
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var input_dir := Input.get_vector(
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"move_left", "move_right", "move_forward", "move_back"
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)
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var has_input := input_dir.length() > 0
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if has_input:
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var direction := (
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(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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)
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var new_velocity := direction * MOVE_SPEED
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
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else:
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var new_velocity := Vector3.ZERO
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
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func _vertical_movement(delta: float) -> void:
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if not is_on_floor():
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var new_velocity := velocity
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new_velocity.y = -FALL_SPEED
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velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
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else:
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velocity.y = 0
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func _jumping(_delta: float) -> void:
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_FORCE
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func _handle_mouse_rotating(event: InputEventMouseMotion) -> void:
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var sensitivity := deg_to_rad(Settings.mouse_sensitivity)
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rotate_y(
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(
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-event.screen_relative.x
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* sensitivity
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* (-1 if Settings.invert_mouse_horizontal else 1)
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)
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)
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_camera.rotate_x(
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(
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-event.screen_relative.y
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* sensitivity
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* (-1 if Settings.invert_mouse_vertical else 1)
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)
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)
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_camera.rotation.x = clamp(_camera.rotation.x, -PI / 2, PI / 2)
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