2024-01-09 12:51:48 -08:00

240 lines
7.2 KiB
GDScript

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
@export var crouch_speed : float = 1.0
@export var acceleration : float = 10.0
@export var jump_velocity : float = 4.5
@export var mouse_sensitivity : float = 0.1
@export_group("Nodes")
@export var HEAD : Node3D
@export var CAMERA : Camera3D
@export var CAMERA_ANIMATION : AnimationPlayer
@export var COLLISION_MESH : CollisionShape3D
@export_group("Controls")
# We are using UI controls because they are built into Godot Engine so they can be used right away
@export var JUMP : String = "ui_accept"
@export var LEFT : String = "ui_left"
@export var RIGHT : String = "ui_right"
@export var FORWARD : String = "ui_up"
@export var BACKWARD : String = "ui_down"
@export var PAUSE : String = "ui_cancel"
@export var CROUCH : String
@export var SPRINT : String
# 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_group("Feature Settings")
@export var immobile : bool = false
@export var jumping_enabled : bool = true
@export var in_air_momentum : bool = true
@export var motion_smoothing : bool = true
@export var sprint_enabled : bool = true
@export var crouch_enabled : bool = true
@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
@export var dynamic_fov : bool = true
@export var continuous_jumping : bool = true
@export var view_bobbing : bool = true
# Member variables
var speed : float = base_speed
# 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.
# 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
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Reset the camera position
CAMERA_ANIMATION.play("RESET")
func _physics_process(delta):
# Add some debug data
$UserInterface/DebugPanel.add_property("Movement Speed", speed, 1)
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, 2)
# Gravity
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
if not is_on_floor():
velocity.y -= gravity * delta
handle_jumping()
var input_dir = Vector2.ZERO
if !immobile:
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir)
low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir)
if dynamic_fov:
update_camera_fov()
update_collision_scale()
if view_bobbing:
headbob_animation(input_dir)
func handle_jumping():
if jumping_enabled:
if continuous_jumping:
if Input.is_action_pressed(JUMP) and is_on_floor():
velocity.y += jump_velocity
else:
if Input.is_action_just_pressed(JUMP) and is_on_floor():
velocity.y += jump_velocity
func handle_movement(delta, input_dir):
var direction = input_dir.rotated(-HEAD.rotation.y)
direction = Vector3(direction.x, 0, direction.y)
move_and_slide()
if in_air_momentum:
if is_on_floor():
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
func handle_state(moving):
if sprint_enabled:
if sprint_mode == 0:
if Input.is_action_pressed(SPRINT) and !Input.is_action_pressed(CROUCH):
if moving:
if state != "sprinting":
enter_sprint_state()
else:
if state == "sprinting":
enter_normal_state()
elif state == "sprinting":
enter_normal_state()
elif sprint_mode == 1:
if moving:
if Input.is_action_just_pressed(SPRINT):
match state:
"normal":
enter_sprint_state()
"sprinting":
enter_normal_state()
elif state == "sprinting":
enter_normal_state()
if crouch_enabled:
if crouch_mode == 0:
if Input.is_action_pressed(CROUCH) and !Input.is_action_pressed(SPRINT):
if state != "crouching":
enter_crouch_state()
elif state == "crouching" and !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
elif crouch_mode == 1:
if Input.is_action_just_pressed(CROUCH):
match state:
"normal":
enter_crouch_state()
"crouching":
if !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
func enter_normal_state():
#print("entering normal state")
var prev_state = state
state = "normal"
speed = base_speed
func enter_crouch_state():
#print("entering crouch state")
var prev_state = state
state = "crouching"
speed = crouch_speed
func enter_sprint_state():
#print("entering sprint state")
var prev_state = state
state = "sprinting"
speed = sprint_speed
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 update_collision_scale():
if state == "crouching": # Add your own crouch animation code
COLLISION_MESH.scale.y = lerp(COLLISION_MESH.scale.y, 0.75, 0.2)
else:
COLLISION_MESH.scale.y = lerp(COLLISION_MESH.scale.y, 1.0, 0.2)
func headbob_animation(moving):
if moving and is_on_floor():
CAMERA_ANIMATION.play("headbob", 0.5)
CAMERA_ANIMATION.speed_scale = (speed / base_speed) * 1.75
else:
CAMERA_ANIMATION.play("RESET", 0.5)
func _process(delta):
$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, 0)
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
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