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25
README.md
25
README.md
@ -11,14 +11,16 @@ Some parts came from StayAtHomeDev's FPS tutorial. You can find that [here](http
|
||||
Move with WASD, space to jump, shift to sprint, C to crouch.
|
||||
|
||||
**FEATURES:**
|
||||
- In-air momentum
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||||
- Motion smoothing
|
||||
- FOV smoothing
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||||
- Movement animations
|
||||
- Crouching
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||||
- Sprinting
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- 2 crosshairs/reticles, one is animated (more to come?)
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||||
- Controller/GamePad support (enabled through code, see wiki)
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||||
- Extremely configurable
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||||
- In-air momentum
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||||
- Motion smoothing
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||||
- FOV smoothing
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||||
- Movement animations
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||||
- Crouching
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- Sprinting
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- 2 crosshairs/reticles, one is animated (more to come?)
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||||
- Controller/GamePad support (enabled through code, see wiki)
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||||
- In-editor tools (enable editable children to use)
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||||
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If you make a cool game with this addon, I would love to hear about it!
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||||
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||||
@ -31,7 +33,7 @@ You can make this a super basic controller by just disabling everything.
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||||
- In the controls export group, there is a commented section at the end that says "Uncomment this if you want full controller support". Uncomment that block.
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||||
- Make a key map for each direction (left, right, up, down) and map them to your joystick.
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- Write in these keymaps in the controls section of the player settings.
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||||
- In the `_process` function, there is another block of commented code at the end that says the same thing. Uncomment that too.
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||||
- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
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- You should now be able to look around with the joystick. Make sure you add the other controls to the input map. (movement, jumping, crouching, sprinting, etc.)
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||||
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||||
**How to change settings:**
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@ -54,3 +56,8 @@ Use the `change_reticle` function on the character.
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- Remove the script from the reticle and create a new one. (for some reason you have to do this)
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- Edit the reticle to your needs.
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- Follow the "how to change reticles" directions to use it.
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||||
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||||
**How to use the editor tools:**
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||||
- Enable editable children on the `CharacterBody` node
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- Use the options in the Properties tab to change things
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- These changes apply in runtime as well
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||||
|
48
addons/fpc/EditorModule.gd
Normal file
48
addons/fpc/EditorModule.gd
Normal file
@ -0,0 +1,48 @@
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@tool
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extends Node
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||||
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||||
# This module affects runtime nad
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||||
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||||
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#TODO: Add descriptions
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@export_category("Controller Editor Module")
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@export var head_y_rotation : float = 0:
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set(new_rotation):
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head_y_rotation = new_rotation
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HEAD.rotation.y = head_y_rotation
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update_configuration_warnings()
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@export_group("Nodes")
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@export var CHARACTER : CharacterBody3D
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@export var head_path : String = "Head" # From this nodes parent node
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||||
#@export var CAMERA : Camera3D
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#@export var HEADBOB_ANIMATION : AnimationPlayer
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||||
#@export var JUMP_ANIMATION : AnimationPlayer
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#@export var CROUCH_ANIMATION : AnimationPlayer
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#@export var COLLISION_MESH : CollisionShape3D
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var HEAD
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||||
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||||
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||||
func _ready():
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HEAD = get_node("../" + head_path)
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if Engine.is_editor_hint():
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pass
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else:
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HEAD.rotation.y = head_y_rotation
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||||
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||||
func _process(delta):
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if Engine.is_editor_hint():
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pass
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||||
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||||
func _get_configuration_warnings():
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var warnings = []
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||||
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||||
if head_y_rotation > 360:
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||||
warnings.append("The head rotation is greater than 360")
|
||||
|
||||
if head_y_rotation < 0:
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||||
warnings.append("The head rotation is less than 0")
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||||
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||||
# Returning an empty array gives no warnings
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||||
return warnings
|
@ -1,7 +1,14 @@
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||||
|
||||
# COPYRIGHT Colormatic Studios
|
||||
# MIT licence
|
||||
# Quality Godot First Person Controller v2
|
||||
|
||||
|
||||
extends CharacterBody3D
|
||||
|
||||
# TODO: Add descriptions for each value
|
||||
|
||||
|
||||
@export_category("Character")
|
||||
@export var base_speed : float = 3.0
|
||||
@export var sprint_speed : float = 6.0
|
||||
@ -29,14 +36,14 @@ extends CharacterBody3D
|
||||
@export var FORWARD : String = "ui_up"
|
||||
@export var BACKWARD : String = "ui_down"
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||||
@export var PAUSE : String = "ui_cancel"
|
||||
@export var CROUCH : String
|
||||
@export var SPRINT : String
|
||||
@export var CROUCH : String = "crouch"
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||||
@export var SPRINT : String = "sprint"
|
||||
|
||||
# Uncomment if you want full controller support
|
||||
#@export var LOOK_LEFT : String
|
||||
#@export var LOOK_RIGHT : String
|
||||
#@export var LOOK_UP : String
|
||||
#@export var LOOK_DOWN : String
|
||||
#@export var LOOK_LEFT : String = "look_left"
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||||
#@export var LOOK_RIGHT : String = "look_right"
|
||||
#@export var LOOK_UP : String = "look_up"
|
||||
#@export var LOOK_DOWN : String = "look_down"
|
||||
|
||||
@export_group("Feature Settings")
|
||||
@export var jumping_enabled : bool = true
|
||||
@ -51,6 +58,8 @@ extends CharacterBody3D
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||||
@export var view_bobbing : bool = true
|
||||
@export var jump_animation : bool = true
|
||||
@export var pausing_enabled : bool = true
|
||||
@export var gravity_enabled : bool = true
|
||||
|
||||
|
||||
# Member variables
|
||||
var speed : float = base_speed
|
||||
@ -58,24 +67,30 @@ var current_speed : float = 0.0
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||||
# States: normal, crouching, sprinting
|
||||
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 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
|
||||
|
||||
# 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
|
||||
|
||||
# Stores mouse input for rotating the camera in the phyhsics process
|
||||
var mouseInput : Vector2 = Vector2(0,0)
|
||||
|
||||
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
|
||||
|
||||
HEAD.rotation = rotation
|
||||
rotation = Vector3.ZERO
|
||||
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
|
||||
HEAD.rotation.y = rotation.y
|
||||
rotation.y = 0
|
||||
|
||||
if default_reticle:
|
||||
change_reticle(default_reticle)
|
||||
|
||||
# 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")
|
||||
@ -83,6 +98,7 @@ func _ready():
|
||||
check_controls()
|
||||
|
||||
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(JUMP):
|
||||
push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
|
||||
jumping_enabled = false
|
||||
@ -99,7 +115,7 @@ func check_controls(): # If you add a control, you might want to add a check for
|
||||
push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
|
||||
immobile = true
|
||||
if !InputMap.has_action(PAUSE):
|
||||
push_error("No control mapped for move pause. Please add an input map control. Disabling pausing.")
|
||||
push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
|
||||
pausing_enabled = false
|
||||
if !InputMap.has_action(CROUCH):
|
||||
push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
|
||||
@ -109,7 +125,7 @@ func check_controls(): # If you add a control, you might want to add a check for
|
||||
sprint_enabled = false
|
||||
|
||||
|
||||
func change_reticle(reticle):
|
||||
func change_reticle(reticle): # Yup, this function is kinda strange
|
||||
if RETICLE:
|
||||
RETICLE.queue_free()
|
||||
|
||||
@ -119,6 +135,7 @@ func change_reticle(reticle):
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||||
|
||||
|
||||
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())
|
||||
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
|
||||
$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
|
||||
@ -133,43 +150,46 @@ func _physics_process(delta):
|
||||
|
||||
# Gravity
|
||||
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
|
||||
if not is_on_floor():
|
||||
if not is_on_floor() and gravity and gravity_enabled:
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
handle_jumping()
|
||||
|
||||
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)
|
||||
handle_movement(delta, input_dir)
|
||||
|
||||
handle_head_rotation()
|
||||
|
||||
# The player is not able to stand up if the ceiling is too low
|
||||
low_ceiling = $CrouchCeilingDetection.is_colliding()
|
||||
|
||||
handle_state(input_dir)
|
||||
if dynamic_fov:
|
||||
if dynamic_fov: # This may be changed to an AnimationPlayer
|
||||
update_camera_fov()
|
||||
|
||||
if view_bobbing:
|
||||
headbob_animation(input_dir)
|
||||
|
||||
if jump_animation:
|
||||
if !was_on_floor and is_on_floor(): # Just landed
|
||||
match randi() % 2:
|
||||
if !was_on_floor and is_on_floor(): # The player just landed
|
||||
match randi() % 2: #TODO: Change this to detecting velocity direction
|
||||
0:
|
||||
JUMP_ANIMATION.play("land_left", 0.25)
|
||||
1:
|
||||
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():
|
||||
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 jump_animation:
|
||||
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:
|
||||
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
|
||||
if jump_animation:
|
||||
@ -198,6 +218,18 @@ func handle_movement(delta, input_dir):
|
||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
|
||||
func handle_head_rotation():
|
||||
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
|
||||
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
|
||||
|
||||
# Uncomment for controller support
|
||||
#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * 0.035 # These are inverted because of the nature of 3D rotation.
|
||||
#HEAD.rotation.x += controller_view_rotation.x
|
||||
#HEAD.rotation.y += controller_view_rotation.y
|
||||
|
||||
mouseInput = Vector2(0,0)
|
||||
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
|
||||
|
||||
|
||||
func handle_state(moving):
|
||||
if sprint_enabled:
|
||||
@ -298,8 +330,9 @@ func headbob_animation(moving):
|
||||
# This code is extremely performant but it makes no sense.
|
||||
|
||||
else:
|
||||
HEADBOB_ANIMATION.play("RESET", 0.25)
|
||||
HEADBOB_ANIMATION.speed_scale = 1
|
||||
if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
|
||||
HEADBOB_ANIMATION.speed_scale = 1
|
||||
HEADBOB_ANIMATION.play("RESET", 1)
|
||||
|
||||
|
||||
func _process(delta):
|
||||
@ -311,20 +344,14 @@ func _process(delta):
|
||||
|
||||
if pausing_enabled:
|
||||
if Input.is_action_just_pressed(PAUSE):
|
||||
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
|
||||
|
||||
# Uncomment if you want full controller support
|
||||
#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
|
||||
#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
|
||||
#HEAD.rotation_degrees.x -= controller_view_rotation.y * 1.5
|
||||
match Input.mouse_mode:
|
||||
Input.MOUSE_MODE_CAPTURED:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
Input.MOUSE_MODE_VISIBLE:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
|
||||
HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
|
||||
mouseInput.x += event.relative.x
|
||||
mouseInput.y += event.relative.y
|
||||
|
@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=20 format=3 uid="uid://cc1m2a1obsyn4"]
|
||||
[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
|
||||
[ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
|
||||
[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
|
||||
@ -173,17 +174,6 @@ tracks/1/keys = {
|
||||
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
|
||||
"times": PackedFloat32Array(0)
|
||||
}
|
||||
tracks/2/type = "bezier"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("Camera:position:z")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"handle_modes": PackedInt32Array(0),
|
||||
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
|
||||
"times": PackedFloat32Array(0)
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_8ku67"]
|
||||
resource_name = "sprint"
|
||||
@ -211,17 +201,6 @@ tracks/1/keys = {
|
||||
"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
|
||||
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||||
}
|
||||
tracks/2/type = "bezier"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("Camera:position:z")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
|
||||
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
|
||||
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_lrqmv"]
|
||||
resource_name = "walk"
|
||||
@ -249,17 +228,6 @@ tracks/1/keys = {
|
||||
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
|
||||
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||||
}
|
||||
tracks/2/type = "bezier"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("Camera:position:z")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
|
||||
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
|
||||
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
|
||||
_data = {
|
||||
@ -280,7 +248,7 @@ tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0.0349066, 0, 0)]
|
||||
"values": [Vector3(0, 0, 0)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
@ -392,8 +360,6 @@ HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
|
||||
JUMP_ANIMATION = NodePath("Head/JumpAnimation")
|
||||
CROUCH_ANIMATION = NodePath("CrouchAnimation")
|
||||
COLLISION_MESH = NodePath("Collision")
|
||||
CROUCH = "crouch"
|
||||
SPRINT = "sprint"
|
||||
|
||||
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
@ -412,7 +378,6 @@ libraries = {
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
|
||||
|
||||
[node name="Camera" type="Camera3D" parent="Head"]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
|
||||
|
||||
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
|
||||
libraries = {
|
||||
@ -455,3 +420,6 @@ layout_mode = 2
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
shape = SubResource("SphereShape3D_k4wwl")
|
||||
target_position = Vector3(0, 0.5, 0)
|
||||
|
||||
[node name="EditorModule" type="Node" parent="."]
|
||||
script = ExtResource("3_v3ckk")
|
||||
|
@ -5,11 +5,11 @@ func _process(delta):
|
||||
if visible:
|
||||
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
|
||||
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:
|
||||
target = Label.new()
|
||||
target = Label.new() # Debug lines are of type Label
|
||||
$MarginContainer/VBoxContainer.add_child(target)
|
||||
target.name = title
|
||||
target.text = title + ": " + str(value)
|
||||
|
Reference in New Issue
Block a user