Add a lot of comments

This commit is contained in:
2024-05-28 20:23:39 -07:00
parent 468ff36f4d
commit b928d6c76b
2 changed files with 20 additions and 13 deletions

View File

@ -8,6 +8,7 @@ extends CharacterBody3D
# TODO: Add descriptions for each value # TODO: Add descriptions for each value
@export_category("Character") @export_category("Character")
@export var base_speed : float = 3.0 @export var base_speed : float = 3.0
@export var sprint_speed : float = 6.0 @export var sprint_speed : float = 6.0
@ -66,8 +67,9 @@ var current_speed : float = 0.0
# States: normal, crouching, sprinting # States: normal, crouching, sprinting
var state : String = "normal" var state : String = "normal"
var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch. var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
var was_on_floor : bool = true var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
# The reticle should always have a Control node as the root
var RETICLE : Control var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes # Get the gravity from the project settings to be synced with RigidBody nodes
@ -75,15 +77,18 @@ var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready(): func _ready():
#It is safe to comment this line if your game doesn't start with the mouse captured
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
HEAD.rotation = rotation HEAD.rotation = rotation
rotation = Vector3.ZERO rotation = Vector3.ZERO
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
if default_reticle: if default_reticle:
change_reticle(default_reticle) change_reticle(default_reticle)
# Reset the camera position # Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION.play("RESET") HEADBOB_ANIMATION.play("RESET")
JUMP_ANIMATION.play("RESET") JUMP_ANIMATION.play("RESET")
CROUCH_ANIMATION.play("RESET") CROUCH_ANIMATION.play("RESET")
@ -117,7 +122,7 @@ func check_controls(): # If you add a control, you might want to add a check for
sprint_enabled = false sprint_enabled = false
func change_reticle(reticle): func change_reticle(reticle): # Yup, this function is kinda strange
if RETICLE: if RETICLE:
RETICLE.queue_free() RETICLE.queue_free()
@ -127,6 +132,7 @@ func change_reticle(reticle):
func _physics_process(delta): func _physics_process(delta):
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3.ZERO.distance_to(get_real_velocity()) current_speed = Vector3.ZERO.distance_to(get_real_velocity())
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1) $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property("Target speed", speed, 2) $UserInterface/DebugPanel.add_property("Target speed", speed, 2)
@ -147,37 +153,38 @@ func _physics_process(delta):
handle_jumping() handle_jumping()
var input_dir = Vector2.ZERO var input_dir = Vector2.ZERO
if !immobile: if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD) input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir) handle_movement(delta, input_dir)
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding() low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir) handle_state(input_dir)
if dynamic_fov: if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov() update_camera_fov()
if view_bobbing: if view_bobbing:
headbob_animation(input_dir) headbob_animation(input_dir)
if jump_animation: if jump_animation:
if !was_on_floor and is_on_floor(): # Just landed if !was_on_floor and is_on_floor(): # The player just landed
match randi() % 2: match randi() % 2: #TODO: Change this to detecting velocity direction
0: 0:
JUMP_ANIMATION.play("land_left", 0.25) JUMP_ANIMATION.play("land_left", 0.25)
1: 1:
JUMP_ANIMATION.play("land_right", 0.25) JUMP_ANIMATION.play("land_right", 0.25)
was_on_floor = is_on_floor() # This must always be at the end of physics_process was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping(): func handle_jumping():
if jumping_enabled: if jumping_enabled:
if continuous_jumping: if continuous_jumping: # Hold down the jump button
if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling: if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation: if jump_animation:
JUMP_ANIMATION.play("jump", 0.25) JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else: else:
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling: if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation: if jump_animation:

View File

@ -5,11 +5,11 @@ func _process(delta):
if visible: if visible:
pass pass
func add_property(title : String, value, order : int): func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
var target var target
target = $MarginContainer/VBoxContainer.find_child(title, true, false) target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
if !target: if !target:
target = Label.new() target = Label.new() # Debug lines are of type Label
$MarginContainer/VBoxContainer.add_child(target) $MarginContainer/VBoxContainer.add_child(target)
target.name = title target.name = title
target.text = title + ": " + str(value) target.text = title + ": " + str(value)