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@ -33,9 +33,13 @@ 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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**Slope/staircase:**
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Credit to @roberto-urbani23
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In the character inspector, you can uncheck Stop on Slope and set the max angle to 89 (for some reason, 90 will make the player stuck). Also Snap Length to 1 otherwise your character will not remain attached to stairs if you sprint while going downstairs.
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**How to change settings:**
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Click on the character node and there should be settings in the "Feature Settings" group.
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@ -1,39 +1,40 @@
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@tool
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extends Node
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||||
# This module affects runtime nad
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# This does not effect runtime yet but will in the future.
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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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@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
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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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if HEAD:
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head_y_rotation = new_rotation
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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update_configuration_warnings()
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@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
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set(new_rotation):
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if HEAD:
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head_x_rotation = new_rotation
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HEAD.rotation.x = deg_to_rad(head_x_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 head_path : String = "Head" # Relative to the 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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@onready var HEAD = get_node("../" + head_path)
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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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if !Engine.is_editor_hint():
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#print("not editor")
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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HEAD.rotation.x = deg_to_rad(head_x_rotation)
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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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func _get_configuration_warnings():
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var warnings = []
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@ -41,8 +42,8 @@ func _get_configuration_warnings():
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if head_y_rotation > 360:
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warnings.append("The head rotation is greater than 360")
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if head_y_rotation < 0:
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warnings.append("The head rotation is less than 0")
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if head_y_rotation < -360:
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warnings.append("The head rotation is less than -360")
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# Returning an empty array gives no warnings
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return warnings
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@ -1,72 +1,129 @@
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# COPYRIGHT Colormatic Studios
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# MIT licence
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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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# TODO: Add descriptions for each value
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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.
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@export var invert_camera_x_axis : bool = false
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## Invert the Y axis input for the camera.
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@export var invert_camera_y_axis : bool = false
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## 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
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||||
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#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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@export_group("Controls")
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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 var JUMP : String = "ui_accept"
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@export var LEFT : String = "ui_left"
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@export var RIGHT : String = "ui_right"
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@export var FORWARD : String = "ui_up"
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@export var BACKWARD : String = "ui_down"
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@export var PAUSE : String = "ui_cancel"
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@export var CROUCH : String = "crouch"
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@export var SPRINT : String = "sprint"
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#endregion
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# Uncomment if you want full controller support
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#@export var LOOK_LEFT : String
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#@export var LOOK_RIGHT : String
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#@export var LOOK_UP : String
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#@export var LOOK_DOWN : String
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||||
#region Controls Export Group
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||||
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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")
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||||
## 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.
|
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@export var controls : Dictionary = {
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LEFT = "ui_left",
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RIGHT = "ui_right",
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FORWARD = "ui_up",
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BACKWARD = "ui_down",
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JUMP = "ui_accept",
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CROUCH = "crouch",
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SPRINT = "sprint",
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PAUSE = "ui_cancel"
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}
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@export_subgroup("Controller Specific")
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## 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.
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@export var controller_support : bool = false
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## 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.
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@export var controller_controls : Dictionary = {
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LOOK_LEFT = "look_left",
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LOOK_RIGHT = "look_right",
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LOOK_UP = "look_up",
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LOOK_DOWN = "look_down"
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}
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## The sensitivity of the analog stick that controls camera rotation. Lower is less sensitive and higher is more sensitive.
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@export_range(0.001, 1, 0.001) var look_sensitivity : float = 0.035
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#endregion
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||||
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||||
#region Feature Settings Export Group
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||||
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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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@export var crouch_enabled : bool = true
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@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
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## Toggles the sprinting state when button is pressed or requires the player to hold the button down to remain sprinting.
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@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
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## 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.
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||||
@export var dynamic_gravity : bool = false
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||||
|
||||
#endregion
|
||||
|
||||
# Member variables
|
||||
#region Member Variable Initialization
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||||
|
||||
# These are variables used in this script that don't need to be exposed in the editor.
|
||||
var speed : float = base_speed
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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 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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@ -75,119 +132,86 @@ 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 physics process
|
||||
var mouseInput : Vector2 = Vector2(0,0)
|
||||
|
||||
#endregion
|
||||
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||||
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||||
|
||||
#region Main Control Flow
|
||||
|
||||
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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|
||||
|
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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
|
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rotation.y = 0
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|
||||
|
||||
if default_reticle:
|
||||
change_reticle(default_reticle)
|
||||
|
||||
# Reset the camera position
|
||||
# If you want to change the default head height, change these animations.
|
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HEADBOB_ANIMATION.play("RESET")
|
||||
JUMP_ANIMATION.play("RESET")
|
||||
CROUCH_ANIMATION.play("RESET")
|
||||
|
||||
|
||||
initialize_animations()
|
||||
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
|
||||
if !InputMap.has_action(LEFT):
|
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push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
|
||||
immobile = true
|
||||
if !InputMap.has_action(RIGHT):
|
||||
push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
|
||||
immobile = true
|
||||
if !InputMap.has_action(FORWARD):
|
||||
push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
|
||||
immobile = true
|
||||
if !InputMap.has_action(BACKWARD):
|
||||
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 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.")
|
||||
crouch_enabled = false
|
||||
if !InputMap.has_action(SPRINT):
|
||||
push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
|
||||
sprint_enabled = false
|
||||
enter_normal_state()
|
||||
|
||||
|
||||
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 _process(_delta):
|
||||
if pausing_enabled:
|
||||
handle_pausing()
|
||||
|
||||
update_debug_menu_per_frame()
|
||||
|
||||
|
||||
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)
|
||||
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)
|
||||
|
||||
func _physics_process(delta): # Most things happen here.
|
||||
# Gravity
|
||||
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
|
||||
if dynamic_gravity:
|
||||
gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
if not is_on_floor() and gravity and gravity_enabled:
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
|
||||
handle_jumping()
|
||||
|
||||
|
||||
var input_dir = Vector2.ZERO
|
||||
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)
|
||||
|
||||
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)
|
||||
|
||||
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: # This may be changed to an AnimationPlayer
|
||||
update_camera_fov()
|
||||
|
||||
|
||||
if view_bobbing:
|
||||
headbob_animation(input_dir)
|
||||
|
||||
play_headbob_animation(input_dir)
|
||||
|
||||
if jump_animation:
|
||||
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)
|
||||
|
||||
play_jump_animation()
|
||||
|
||||
update_debug_menu_per_tick()
|
||||
|
||||
was_on_floor = is_on_floor() # This must always be at the end of physics_process
|
||||
|
||||
#endregion
|
||||
|
||||
#region Input Handling
|
||||
|
||||
func handle_jumping():
|
||||
if jumping_enabled:
|
||||
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(controls.JUMP) and is_on_floor() and !low_ceiling:
|
||||
if jump_animation:
|
||||
JUMP_ANIMATION.play("jump", 0.25)
|
||||
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 Input.is_action_just_pressed(controls.JUMP) and is_on_floor() and !low_ceiling:
|
||||
if jump_animation:
|
||||
JUMP_ANIMATION.play("jump", 0.25)
|
||||
velocity.y += jump_velocity
|
||||
@ -197,7 +221,7 @@ func handle_movement(delta, input_dir):
|
||||
var direction = input_dir.rotated(-HEAD.rotation.y)
|
||||
direction = Vector3(direction.x, 0, direction.y)
|
||||
move_and_slide()
|
||||
|
||||
|
||||
if in_air_momentum:
|
||||
if is_on_floor():
|
||||
if motion_smoothing:
|
||||
@ -215,10 +239,68 @@ func handle_movement(delta, input_dir):
|
||||
velocity.z = direction.z * speed
|
||||
|
||||
|
||||
func handle_head_rotation():
|
||||
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
|
||||
else:
|
||||
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
|
||||
|
||||
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
|
||||
|
||||
mouseInput = Vector2(0,0)
|
||||
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
|
||||
|
||||
|
||||
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
|
||||
|
||||
func handle_state(moving):
|
||||
if sprint_enabled:
|
||||
if sprint_mode == 0:
|
||||
if Input.is_action_pressed(SPRINT) and state != "crouching":
|
||||
if Input.is_action_pressed(controls.SPRINT) and state != "crouching":
|
||||
if moving:
|
||||
if state != "sprinting":
|
||||
enter_sprint_state()
|
||||
@ -229,10 +311,10 @@ func handle_state(moving):
|
||||
enter_normal_state()
|
||||
elif sprint_mode == 1:
|
||||
if moving:
|
||||
# If the player is holding sprint before moving, handle that cenerio
|
||||
if Input.is_action_pressed(SPRINT) and state == "normal":
|
||||
# If the player is holding sprint before moving, handle that scenario
|
||||
if Input.is_action_pressed(controls.SPRINT) and state == "normal":
|
||||
enter_sprint_state()
|
||||
if Input.is_action_just_pressed(SPRINT):
|
||||
if Input.is_action_just_pressed(controls.SPRINT):
|
||||
match state:
|
||||
"normal":
|
||||
enter_sprint_state()
|
||||
@ -240,16 +322,16 @@ func handle_state(moving):
|
||||
enter_normal_state()
|
||||
elif state == "sprinting":
|
||||
enter_normal_state()
|
||||
|
||||
|
||||
if crouch_enabled:
|
||||
if crouch_mode == 0:
|
||||
if Input.is_action_pressed(CROUCH) and state != "sprinting":
|
||||
if Input.is_action_pressed(controls.CROUCH) and state != "sprinting":
|
||||
if state != "crouching":
|
||||
enter_crouch_state()
|
||||
elif state == "crouching" and !$CrouchCeilingDetection.is_colliding():
|
||||
enter_normal_state()
|
||||
elif crouch_mode == 1:
|
||||
if Input.is_action_just_pressed(CROUCH):
|
||||
if Input.is_action_just_pressed(controls.CROUCH):
|
||||
match state:
|
||||
"normal":
|
||||
enter_crouch_state()
|
||||
@ -259,7 +341,6 @@ func handle_state(moving):
|
||||
|
||||
|
||||
# Any enter state function should only be called once when you want to enter that state, not every frame.
|
||||
|
||||
func enter_normal_state():
|
||||
#print("entering normal state")
|
||||
var prev_state = state
|
||||
@ -270,7 +351,6 @@ func enter_normal_state():
|
||||
|
||||
func enter_crouch_state():
|
||||
#print("entering crouch state")
|
||||
var prev_state = state
|
||||
state = "crouching"
|
||||
speed = crouch_speed
|
||||
CROUCH_ANIMATION.play("crouch")
|
||||
@ -283,15 +363,18 @@ func enter_sprint_state():
|
||||
state = "sprinting"
|
||||
speed = sprint_speed
|
||||
|
||||
#endregion
|
||||
|
||||
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)
|
||||
#region Animation Handling
|
||||
|
||||
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")
|
||||
|
||||
func headbob_animation(moving):
|
||||
func play_headbob_animation(moving):
|
||||
if moving and is_on_floor():
|
||||
var use_headbob_animation : String
|
||||
match state:
|
||||
@ -299,11 +382,11 @@ func headbob_animation(moving):
|
||||
use_headbob_animation = "walk"
|
||||
"sprinting":
|
||||
use_headbob_animation = "sprint"
|
||||
|
||||
|
||||
var was_playing : bool = false
|
||||
if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
|
||||
was_playing = true
|
||||
|
||||
|
||||
HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
|
||||
HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
|
||||
if !was_playing:
|
||||
@ -312,38 +395,94 @@ func headbob_animation(moving):
|
||||
# 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.
|
||||
# This code is extremely performant but it makes no sense.
|
||||
|
||||
|
||||
else:
|
||||
if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
|
||||
HEADBOB_ANIMATION.speed_scale = 1
|
||||
HEADBOB_ANIMATION.play("RESET", 1)
|
||||
|
||||
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()
|
||||
|
||||
func _process(delta):
|
||||
# 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():
|
||||
$UserInterface/DebugPanel.add_property("FPS", Performance.get_monitor(Performance.TIME_FPS), 0)
|
||||
var status : String = state
|
||||
if !is_on_floor():
|
||||
status += " in the air"
|
||||
$UserInterface/DebugPanel.add_property("State", status, 4)
|
||||
|
||||
if pausing_enabled:
|
||||
if Input.is_action_just_pressed(PAUSE):
|
||||
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
|
||||
|
||||
|
||||
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
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
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)
|
||||
|
||||
|
||||
func _unhandled_input(event : InputEvent):
|
||||
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
|
||||
# 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
|
||||
|
||||
#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
|
||||
|
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
|
||||
[gd_scene load_steps=22 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"]
|
||||
@ -335,10 +335,39 @@ tracks/1/keys = {
|
||||
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_3eyjl"]
|
||||
resource_name = "land_center"
|
||||
length = 1.5
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Camera:rotation")
|
||||
tracks/0/interp = 2
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("Camera:position")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
|
||||
_data = {
|
||||
"RESET": SubResource("Animation_fvvjq"),
|
||||
"jump": SubResource("Animation_s07ye"),
|
||||
"land_center": SubResource("Animation_3eyjl"),
|
||||
"land_left": SubResource("Animation_l1rph"),
|
||||
"land_right": SubResource("Animation_vsknp")
|
||||
}
|
||||
@ -352,6 +381,7 @@ MarginContainer/constants/margin_top = 10
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
|
||||
|
||||
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
|
||||
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0)
|
||||
script = ExtResource("1_0t4e8")
|
||||
default_reticle = "res://addons/fpc/reticles/reticle_1.tscn"
|
||||
HEAD = NodePath("Head")
|
||||
|
@ -12,7 +12,7 @@ config_version=5
|
||||
|
||||
config/name="first person controller 2.0"
|
||||
run/main_scene="res://test_world.tscn"
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/features=PackedStringArray("4.3", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[display]
|
||||
@ -23,43 +23,43 @@ window/size/mode=2
|
||||
|
||||
ui_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_up={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
crouch={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
sprint={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
Reference in New Issue
Block a user