Add a lot of comments
This commit is contained in:
@ -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:
|
||||||
|
@ -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)
|
||||||
|
Reference in New Issue
Block a user