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# COPYRIGHT Colormatic Studios
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# MIT license
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# Quality Godot First Person Controller v2
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extends CharacterBody3D
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#region Character Export Group
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## The settings for the character's movement and feel.
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@ export_category ( " Character " )
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## The speed that the character moves at without crouching or sprinting.
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@ export var base_speed : float = 3.0
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## The speed that the character moves at when sprinting.
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@ export var sprint_speed : float = 6.0
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## The speed that the character moves at when crouching.
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@ export var crouch_speed : float = 1.0
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## How fast the character speeds up and slows down when Motion Smoothing is on.
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@ export var acceleration : float = 10.0
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## How high the player jumps.
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@ export var jump_velocity : float = 4.5
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## How far the player turns when the mouse is moved.
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@ export var mouse_sensitivity : float = 0.1
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## Invert the X axis input for the camera.
@ export var invert_camera_x_axis : bool = false
## Invert the Y axis input for the camera.
@ export var invert_camera_y_axis : bool = false
## Whether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
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@ export var immobile : bool = false
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## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
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@ export_file var default_reticle
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#endregion
#region Nodes Export Group
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@ export_group ( " Nodes " )
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## A reference to the camera for use in the character script. This is the parent node to the camera and is rotated instead of the camera for mouse input.
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@ export var HEAD : Node3D
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## A reference to the camera for use in the character script.
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@ export var CAMERA : Camera3D
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## A reference to the headbob animation for use in the character script.
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@ export var HEADBOB_ANIMATION : AnimationPlayer
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## A reference to the jump animation for use in the character script.
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@ export var JUMP_ANIMATION : AnimationPlayer
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## A reference to the crouch animation for use in the character script.
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@ export var CROUCH_ANIMATION : AnimationPlayer
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## A reference to the the player's collision shape for use in the character script.
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@ export var COLLISION_MESH : CollisionShape3D
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#endregion
#region Controls Export Group
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# We are using UI controls because they are built into Godot Engine so they can be used right away
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@ export_group ( " Controls " )
## Use the Input Map to map a mouse/keyboard input to an action and add a reference to it to this dictionary to be used in the script.
@ export var controls : Dictionary = {
LEFT = " ui_left " ,
RIGHT = " ui_right " ,
FORWARD = " ui_up " ,
BACKWARD = " ui_down " ,
JUMP = " ui_accept " ,
CROUCH = " crouch " ,
SPRINT = " sprint " ,
PAUSE = " ui_cancel "
}
@ export_subgroup ( " Controller Specific " )
## This only affects how the camera is handled, the rest should be covered by adding controller inputs to the existing actions in the Input Map.
@ export var controller_support : bool = false
## Use the Input Map to map a controller input to an action and add a reference to it to this dictionary to be used in the script.
@ export var controller_controls : Dictionary = {
LOOK_LEFT = " look_left " ,
LOOK_RIGHT = " look_right " ,
LOOK_UP = " look_up " ,
LOOK_DOWN = " look_down "
}
## The sensitivity of the analog stick that controls camera rotation. Lower is less sensitive and higher is more sensitive.
@ export_range ( 0.001 , 1 , 0.001 ) var look_sensitivity : float = 0.035
#endregion
#region Feature Settings Export Group
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@ export_group ( " Feature Settings " )
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## Enable or disable jumping. Useful for restrictive storytelling environments.
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@ export var jumping_enabled : bool = true
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## Whether the player can move in the air or not.
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@ export var in_air_momentum : bool = true
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## Smooths the feel of walking.
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@ export var motion_smoothing : bool = true
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## Enables or disables sprinting.
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@ export var sprint_enabled : bool = true
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## Toggles the sprinting state when button is pressed or requires the player to hold the button down to remain sprinting.
@ export_enum ( " Hold to Sprint " , " Toggle Sprint " ) var sprint_mode : int = 0
## Enables or disables crouching.
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@ export var crouch_enabled : bool = true
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## Toggles the crouch state when button is pressed or requires the player to hold the button down to remain crouched.
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@ export_enum ( " Hold to Crouch " , " Toggle Crouch " ) var crouch_mode : int = 0
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## Wether sprinting should effect FOV.
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@ export var dynamic_fov : bool = true
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## If the player holds down the jump button, should the player keep hopping.
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@ export var continuous_jumping : bool = true
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## Enables the view bobbing animation.
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@ export var view_bobbing : bool = true
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## Enables an immersive animation when the player jumps and hits the ground.
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@ export var jump_animation : bool = true
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## This determines wether the player can use the pause button, not wether the game will actually pause.
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@ export var pausing_enabled : bool = true
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## Use with caution.
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@ export var gravity_enabled : bool = true
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## If your game changes the gravity value during gameplay, check this property to allow the player to experience the change in gravity.
@ export var dynamic_gravity : bool = false
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#endregion
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#region Member Variable Initialization
# These are variables used in this script that don't need to be exposed in the editor.
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var speed : float = base_speed
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var current_speed : float = 0.0
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# States: normal, crouching, sprinting
var state : String = " normal "
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var low_ceiling : bool = false # This is for when the ceiling is too low and the player needs to crouch.
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var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
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# The reticle should always have a Control node as the root
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var RETICLE : Control
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# Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings . get_setting ( " physics/3d/default_gravity " ) # Don't set this as a const, see the gravity section in _physics_process
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# Stores mouse input for rotating the camera in the physics process
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var mouseInput : Vector2 = Vector2 ( 0 , 0 )
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#endregion
#region Main Control Flow
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func _ready ( ) :
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#It is safe to comment this line if your game doesn't start with the mouse captured
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Input . mouse_mode = Input . MOUSE_MODE_CAPTURED
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# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
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HEAD . rotation . y = rotation . y
rotation . y = 0
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if default_reticle :
change_reticle ( default_reticle )
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initialize_animations ( )
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check_controls ( )
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enter_normal_state ( )
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func _process ( _delta ) :
if pausing_enabled :
handle_pausing ( )
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update_debug_menu_per_frame ( )
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func _physics_process ( delta ) : # Most things happen here.
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# Gravity
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if dynamic_gravity :
gravity = ProjectSettings . get_setting ( " physics/3d/default_gravity " )
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if not is_on_floor ( ) and gravity and gravity_enabled :
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velocity . y -= gravity * delta
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handle_jumping ( )
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var input_dir = Vector2 . ZERO
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if not immobile : # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input . get_vector ( controls . LEFT , controls . RIGHT , controls . FORWARD , controls . BACKWARD )
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handle_movement ( delta , input_dir )
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handle_head_rotation ( )
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# The player is not able to stand up if the ceiling is too low
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low_ceiling = $ CrouchCeilingDetection . is_colliding ( )
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handle_state ( input_dir )
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if dynamic_fov : # This may be changed to an AnimationPlayer
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update_camera_fov ( )
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if view_bobbing :
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play_headbob_animation ( input_dir )
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if jump_animation :
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play_jump_animation ( )
update_debug_menu_per_tick ( )
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was_on_floor = is_on_floor ( ) # This must always be at the end of physics_process
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#endregion
#region Input Handling
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func handle_jumping ( ) :
if jumping_enabled :
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if continuous_jumping : # Hold down the jump button
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if Input . is_action_pressed ( controls . JUMP ) and is_on_floor ( ) and ! low_ceiling :
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if jump_animation :
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JUMP_ANIMATION . play ( " jump " , 0.25 )
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velocity . y += jump_velocity # Adding instead of setting so jumping on slopes works properly
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else :
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if Input . is_action_just_pressed ( controls . JUMP ) and is_on_floor ( ) and ! low_ceiling :
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if jump_animation :
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JUMP_ANIMATION . play ( " jump " , 0.25 )
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velocity . y += jump_velocity
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func handle_movement ( delta , input_dir ) :
var direction = input_dir . rotated ( - HEAD . rotation . y )
direction = Vector3 ( direction . x , 0 , direction . y )
move_and_slide ( )
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if in_air_momentum :
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if is_on_floor ( ) :
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if motion_smoothing :
velocity . x = lerp ( velocity . x , direction . x * speed , acceleration * delta )
velocity . z = lerp ( velocity . z , direction . z * speed , acceleration * delta )
else :
velocity . x = direction . x * speed
velocity . z = direction . z * speed
else :
if motion_smoothing :
velocity . x = lerp ( velocity . x , direction . x * speed , acceleration * delta )
velocity . z = lerp ( velocity . z , direction . z * speed , acceleration * delta )
else :
velocity . x = direction . x * speed
velocity . z = direction . z * speed
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func handle_head_rotation ( ) :
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if invert_camera_x_axis :
HEAD . rotation_degrees . y -= mouseInput . x * mouse_sensitivity * - 1
else :
HEAD . rotation_degrees . y -= mouseInput . x * mouse_sensitivity
if invert_camera_y_axis :
HEAD . rotation_degrees . x -= mouseInput . y * mouse_sensitivity * - 1
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else :
HEAD . rotation_degrees . x -= mouseInput . y * mouse_sensitivity
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if controller_support :
var controller_view_rotation = Input . get_vector ( controller_controls . LOOK_DOWN , controller_controls . LOOK_UP , controller_controls . LOOK_RIGHT , controller_controls . LOOK_LEFT ) * look_sensitivity # These are inverted because of the nature of 3D rotation.
if invert_camera_x_axis :
HEAD . rotation . x += controller_view_rotation . x * - 1
else :
HEAD . rotation . x += controller_view_rotation . x
if invert_camera_y_axis :
HEAD . rotation . y += controller_view_rotation . y * - 1
else :
HEAD . rotation . y += controller_view_rotation . y
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mouseInput = Vector2 ( 0 , 0 )
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HEAD . rotation . x = clamp ( HEAD . rotation . x , deg_to_rad ( - 90 ) , deg_to_rad ( 90 ) )
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func check_controls ( ) : # If you add a control, you might want to add a check for it here.
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
if ! InputMap . has_action ( controls . JUMP ) :
push_error ( " No control mapped for jumping. Please add an input map control. Disabling jump. " )
jumping_enabled = false
if ! InputMap . has_action ( controls . LEFT ) :
push_error ( " No control mapped for move left. Please add an input map control. Disabling movement. " )
immobile = true
if ! InputMap . has_action ( controls . RIGHT ) :
push_error ( " No control mapped for move right. Please add an input map control. Disabling movement. " )
immobile = true
if ! InputMap . has_action ( controls . FORWARD ) :
push_error ( " No control mapped for move forward. Please add an input map control. Disabling movement. " )
immobile = true
if ! InputMap . has_action ( controls . BACKWARD ) :
push_error ( " No control mapped for move backward. Please add an input map control. Disabling movement. " )
immobile = true
if ! InputMap . has_action ( controls . PAUSE ) :
push_error ( " No control mapped for pause. Please add an input map control. Disabling pausing. " )
pausing_enabled = false
if ! InputMap . has_action ( controls . CROUCH ) :
push_error ( " No control mapped for crouch. Please add an input map control. Disabling crouching. " )
crouch_enabled = false
if ! InputMap . has_action ( controls . SPRINT ) :
push_error ( " No control mapped for sprint. Please add an input map control. Disabling sprinting. " )
sprint_enabled = false
#endregion
#region State Handling
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func handle_state ( moving ) :
if sprint_enabled :
if sprint_mode == 0 :
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if Input . is_action_pressed ( controls . SPRINT ) and state != " crouching " :
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if moving :
if state != " sprinting " :
enter_sprint_state ( )
else :
if state == " sprinting " :
enter_normal_state ( )
elif state == " sprinting " :
enter_normal_state ( )
elif sprint_mode == 1 :
if moving :
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# If the player is holding sprint before moving, handle that scenario
if Input . is_action_pressed ( controls . SPRINT ) and state == " normal " :
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enter_sprint_state ( )
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if Input . is_action_just_pressed ( controls . SPRINT ) :
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match state :
" normal " :
enter_sprint_state ( )
" sprinting " :
enter_normal_state ( )
elif state == " sprinting " :
enter_normal_state ( )
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if crouch_enabled :
if crouch_mode == 0 :
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if Input . is_action_pressed ( controls . CROUCH ) and state != " sprinting " :
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if state != " crouching " :
enter_crouch_state ( )
elif state == " crouching " and ! $ CrouchCeilingDetection . is_colliding ( ) :
enter_normal_state ( )
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elif crouch_mode == 1 :
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if Input . is_action_just_pressed ( controls . CROUCH ) :
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match state :
" normal " :
enter_crouch_state ( )
" crouching " :
if ! $ CrouchCeilingDetection . is_colliding ( ) :
enter_normal_state ( )
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# Any enter state function should only be called once when you want to enter that state, not every frame.
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func enter_normal_state ( ) :
#print("entering normal state")
var prev_state = state
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if prev_state == " crouching " :
CROUCH_ANIMATION . play_backwards ( " crouch " )
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state = " normal "
speed = base_speed
func enter_crouch_state ( ) :
#print("entering crouch state")
state = " crouching "
speed = crouch_speed
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CROUCH_ANIMATION . play ( " crouch " )
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func enter_sprint_state ( ) :
#print("entering sprint state")
var prev_state = state
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if prev_state == " crouching " :
CROUCH_ANIMATION . play_backwards ( " crouch " )
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state = " sprinting "
speed = sprint_speed
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#endregion
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#region Animation Handling
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func initialize_animations ( ) :
# Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION . play ( " RESET " )
JUMP_ANIMATION . play ( " RESET " )
CROUCH_ANIMATION . play ( " RESET " )
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func play_headbob_animation ( moving ) :
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if moving and is_on_floor ( ) :
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var use_headbob_animation : String
match state :
" normal " , " crouching " :
use_headbob_animation = " walk "
" sprinting " :
use_headbob_animation = " sprint "
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var was_playing : bool = false
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if HEADBOB_ANIMATION . current_animation == use_headbob_animation :
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was_playing = true
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HEADBOB_ANIMATION . play ( use_headbob_animation , 0.25 )
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HEADBOB_ANIMATION . speed_scale = ( current_speed / base_speed ) * 1.75
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if ! was_playing :
HEADBOB_ANIMATION . seek ( float ( randi ( ) % 2 ) ) # Randomize the initial headbob direction
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# Let me explain that piece of code because it looks like it does the opposite of what it actually does.
# The headbob animation has two starting positions. One is at 0 and the other is at 1.
# randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
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# This code is extremely performant but it makes no sense.
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else :
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if HEADBOB_ANIMATION . current_animation == " sprint " or HEADBOB_ANIMATION . current_animation == " walk " :
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HEADBOB_ANIMATION . speed_scale = 1
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HEADBOB_ANIMATION . play ( " RESET " , 1 )
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func play_jump_animation ( ) :
if ! was_on_floor and is_on_floor ( ) : # The player just landed
var facing_direction : Vector3 = CAMERA . get_global_transform ( ) . basis . x
var facing_direction_2D : Vector2 = Vector2 ( facing_direction . x , facing_direction . z ) . normalized ( )
var velocity_2D : Vector2 = Vector2 ( velocity . x , velocity . z ) . normalized ( )
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# Compares velocity direction against the camera direction (via dot product) to determine which landing animation to play.
var side_landed : int = round ( velocity_2D . dot ( facing_direction_2D ) )
if side_landed > 0 :
JUMP_ANIMATION . play ( " land_right " , 0.25 )
elif side_landed < 0 :
JUMP_ANIMATION . play ( " land_left " , 0.25 )
else :
JUMP_ANIMATION . play ( " land_center " , 0.25 )
#endregion
#region Debug Menu
func update_debug_menu_per_frame ( ) :
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$ UserInterface / DebugPanel . add_property ( " FPS " , Performance . get_monitor ( Performance . TIME_FPS ) , 0 )
var status : String = state
if ! is_on_floor ( ) :
status += " in the air "
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$ UserInterface / DebugPanel . add_property ( " State " , status , 4 )
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func update_debug_menu_per_tick ( ) :
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3 . ZERO . distance_to ( get_real_velocity ( ) )
$ UserInterface / DebugPanel . add_property ( " Speed " , snappedf ( current_speed , 0.001 ) , 1 )
$ UserInterface / DebugPanel . add_property ( " Target speed " , speed , 2 )
var cv : Vector3 = get_real_velocity ( )
var vd : Array [ float ] = [
snappedf ( cv . x , 0.001 ) ,
snappedf ( cv . y , 0.001 ) ,
snappedf ( cv . z , 0.001 )
]
var readable_velocity : String = " X: " + str ( vd [ 0 ] ) + " Y: " + str ( vd [ 1 ] ) + " Z: " + str ( vd [ 2 ] )
$ UserInterface / DebugPanel . add_property ( " Velocity " , readable_velocity , 3 )
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func _unhandled_input ( event : InputEvent ) :
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if event is InputEventMouseMotion and Input . mouse_mode == Input . MOUSE_MODE_CAPTURED :
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mouseInput . x += event . relative . x
mouseInput . y += event . relative . y
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# Toggle debug menu
elif event is InputEventKey :
if event . is_released ( ) :
# Where we're going, we don't need InputMap
if event . keycode == 4194338 : # F7
$ UserInterface / DebugPanel . visible = ! $ UserInterface / DebugPanel . visible
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#endregion
#region Misc Functions
func change_reticle ( reticle ) : # Yup, this function is kinda strange
if RETICLE :
RETICLE . queue_free ( )
RETICLE = load ( reticle ) . instantiate ( )
RETICLE . character = self
$ UserInterface . add_child ( RETICLE )
func update_camera_fov ( ) :
if state == " sprinting " :
CAMERA . fov = lerp ( CAMERA . fov , 85.0 , 0.3 )
else :
CAMERA . fov = lerp ( CAMERA . fov , 75.0 , 0.3 )
func handle_pausing ( ) :
if Input . is_action_just_pressed ( controls . PAUSE ) :
# You may want another node to handle pausing, because this player may get paused too.
match Input . mouse_mode :
Input . MOUSE_MODE_CAPTURED :
Input . mouse_mode = Input . MOUSE_MODE_VISIBLE
#get_tree().paused = false
Input . MOUSE_MODE_VISIBLE :
Input . mouse_mode = Input . MOUSE_MODE_CAPTURED
#get_tree().paused = false
#endregion