Add a lot of comments
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@ -8,6 +8,7 @@ extends CharacterBody3D
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# TODO: Add descriptions for each value
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@export_category("Character")
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@export var base_speed : float = 3.0
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@export var sprint_speed : float = 6.0
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@ -66,8 +67,9 @@ var current_speed : float = 0.0
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# States: normal, crouching, sprinting
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var state : String = "normal"
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var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
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var was_on_floor : bool = true
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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
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@ -75,15 +77,18 @@ var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
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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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HEAD.rotation = rotation
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rotation = Vector3.ZERO
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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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if default_reticle:
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change_reticle(default_reticle)
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# Reset the camera position
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# If you want to change the default head height, change these animations.
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HEADBOB_ANIMATION.play("RESET")
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JUMP_ANIMATION.play("RESET")
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CROUCH_ANIMATION.play("RESET")
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@ -117,7 +122,7 @@ func check_controls(): # If you add a control, you might want to add a check for
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sprint_enabled = false
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func change_reticle(reticle):
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func change_reticle(reticle): # Yup, this function is kinda strange
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if RETICLE:
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RETICLE.queue_free()
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@ -127,6 +132,7 @@ func change_reticle(reticle):
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func _physics_process(delta):
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# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
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current_speed = Vector3.ZERO.distance_to(get_real_velocity())
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$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
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$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
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@ -147,22 +153,23 @@ func _physics_process(delta):
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handle_jumping()
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var input_dir = Vector2.ZERO
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if !immobile:
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if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
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input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
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handle_movement(delta, input_dir)
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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:
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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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headbob_animation(input_dir)
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if jump_animation:
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if !was_on_floor and is_on_floor(): # Just landed
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match randi() % 2:
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if !was_on_floor and is_on_floor(): # The player just landed
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match randi() % 2: #TODO: Change this to detecting velocity direction
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0:
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JUMP_ANIMATION.play("land_left", 0.25)
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1:
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@ -173,11 +180,11 @@ func _physics_process(delta):
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func handle_jumping():
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if jumping_enabled:
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if continuous_jumping:
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if continuous_jumping: # Hold down the jump button
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if Input.is_action_pressed(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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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(JUMP) and is_on_floor() and !low_ceiling:
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if jump_animation:
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@ -5,11 +5,11 @@ func _process(delta):
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if visible:
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pass
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func add_property(title : String, value, order : int):
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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
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var target
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target = $MarginContainer/VBoxContainer.find_child(title, true, false)
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target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
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if !target:
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target = Label.new()
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target = Label.new() # Debug lines are of type Label
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$MarginContainer/VBoxContainer.add_child(target)
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target.name = title
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target.text = title + ": " + str(value)
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