extends KinematicBody # export variables export(NodePath) var body_nodepath export(NodePath) var lookingAt_nodepath export(NodePath) var animationWalk_nodepath export(NodePath) var animationFadeOut_nodepath export(NodePath) var ui_interact_nodepath export(NodePath) var ui_message_nodepath export(NodePath) var camera_nodepath export(int) var keycard_lvl export(Array) var key_chain # const const GRAVITY = -24.8 const JUMP_SPEED = 8 const MOVE_SPEED = 6 const SPRINT_SPEED = 10 const ACCEL = 15.0 const MAX_SLOPE_ANGLE = 40 const MOUSE_SENSITIVITY = 0.05 const INTERACT_DISTANCE = 4 # private members var _body: Spatial var _camera: Camera var _lookCast: RayCast var _animationWalk: AnimationPlayer var _animationFadeOut: AnimationPlayer var _labelInteract: Label var _labelMessage: Label var _dir = Vector3() var _vel = Vector3() var _is_sprinting : bool var _illegal_areas : int var _save_areas : int var _work_areas : int var _prev_look var _inventory: Control # public properties #var IsSuspicios # not needed > Meldewesen handles themselves export(bool) var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action export(bool) var IsOutside = true # active while player is not in factory export(bool) var IsInFactory = false # only active in factory scene export(bool) var IsInLabyrinth = false func is_in_illegalzone (): return _illegal_areas > 0 func is_in_savezone (): return _save_areas > 0 func is_in_workzone (): return _work_areas > 0 func _ready(): # Assign child node variables _body = get_node(body_nodepath) as Spatial # = $Body assert(null != _body) _camera = get_node(camera_nodepath) #as Camera assert(null != _camera) _animationWalk = get_node(animationWalk_nodepath) as AnimationPlayer assert(null != _animationWalk) _animationFadeOut = get_node(animationFadeOut_nodepath) as AnimationPlayer assert(null != _animationFadeOut) _labelInteract = get_node(ui_interact_nodepath) as Label assert(null != _labelInteract) _labelMessage = get_node(ui_message_nodepath) as Label assert(null != _labelMessage) # Setup mouse look Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) _lookCast = get_node(lookingAt_nodepath) as RayCast _lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE) _inventory = get_node("HUD") assert(null != _inventory) # Set special fast time when in labyrinth if IsInLabyrinth: Daytime.increase_per_second = 100 Pills._decrease_per_second = 0.8 # setup collisions with Meldewesen var area = get_node("InteractArea") as Area assert(null != area) area.connect("area_entered", self, "_on_area_entered") area.connect("area_exited", self, "_on_area_exited") Daytime.connect("respawn", self, "_on_respawn") if IsOutside: var player = get_node("AudioStreamPlayer3D") player.stream = load("res://Resources/Audio/cock.wav") player.play() func showMessage (text, duration): _labelMessage.text = text # animation var timer = _inventory.get_node("Timer") as Timer timer.wait_time = duration timer.start() _labelMessage.show() yield(timer, "timeout") _labelMessage.hide() func _physics_process(delta): process_input() process_movement(delta) process_collision_layers() func _process(_delta): check_interact() process_animations() func process_input(): # Walking var input_movement_vector = Vector2() if Input.is_action_pressed("move_fwrd"): input_movement_vector.y += 1 if Input.is_action_pressed("move_back"): input_movement_vector.y -= 1 if Input.is_action_pressed("move_left"): input_movement_vector.x -= 1 if Input.is_action_pressed("move_right"): input_movement_vector.x += 1 # look around with mouse _dir = Vector3() var camera_transform = _camera.get_global_transform() _dir += -camera_transform.basis.z * input_movement_vector.y _dir += camera_transform.basis.x * input_movement_vector.x # jumping if Input.is_action_just_pressed("move_jump") and is_on_floor(): _vel.y = JUMP_SPEED # sprinting _is_sprinting = Input.is_action_pressed("move_sprint") func process_movement(delta): _vel.y += delta * GRAVITY # set movement speed var target = _dir * (SPRINT_SPEED if _is_sprinting else MOVE_SPEED) var hvel = _vel hvel = hvel.linear_interpolate(target, ACCEL * delta) _vel.x = hvel.x _vel.z = hvel.z _vel = move_and_slide(_vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE)) func process_animations(): _animationWalk.playback_speed = _vel.length() / MOVE_SPEED func process_collision_layers(): var new_layer: int = 6 if Pills.get_level() >= Pills.LEVELS.VERY_LOW: # If the masked view is almost invisible, collision with masked objects is disabled new_layer -= 1 # See collision layer names in editor collision_layer = new_layer collision_mask = new_layer func check_interact(): if _lookCast.is_colliding(): var collider = _lookCast.get_collider() if null != collider and collider.is_in_group("Touchables"): #show interact tooltip _labelInteract.show() #enable outline of seen object collider.outline.show() if _prev_look != null and is_instance_valid(_prev_look): if _prev_look != collider: _prev_look.outline.hide() _prev_look = collider #do interaction if Input.is_action_just_pressed("interact"): collider.do_interact(self) if collider.is_in_group("Collectibles"): _inventory.add_item(collider) Inventory.add_item(collider.duplicate()) _prev_look = null # remove after taken _labelInteract.hide() else: #stop showing interact tooltip and disable outline _labelInteract.hide() if _prev_look != null and is_instance_valid(_prev_look): _prev_look.outline.hide() elif _prev_look != null and is_instance_valid(_prev_look): #disable outline of last seen object _prev_look.outline.hide() _prev_look = null #stop showing interact tooltip _labelInteract.hide() func _input(event): # capture mouse movement if event is InputEventMouseMotion: _camera.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1)) self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1)) # Prevent player from doing a purzelbaum _camera.rotation_degrees.x = clamp(_camera.rotation_degrees.x, -70, 70) func _on_area_entered (area: Area): if area.is_in_group("Forbidden"): Logger.info("entering forbidden area!") _illegal_areas += 1 elif area.is_in_group("Savehouse"): Logger.info("entering save area!") _save_areas += 1 elif area.is_in_group("Workwork"): Logger.info("entering work area!") _work_areas += 1 elif area.is_in_group("FactoryEntry"): Logger.info("entering factory") IsInFactory = true IsOutside = false get_tree().change_scene("res://Level/InFactory.tscn") elif area.is_in_group("TunnelEntry"): Logger.info("entering factory") IsInFactory = false IsOutside = false # TODO: move not change_scene! get_tree().change_scene("res://Level/Tunnel.tscn") # TODO: other entries elif area.is_in_group("OutsideEntry"): Logger.info("leaving factory") IsInFactory = false IsOutside = true # TODO: move not change_scene! get_tree().change_scene("res://Level/OutsideWorld.tscn") elif area.is_in_group("LabyrinthEntry"): Logger.info("entering labyrinth") IsInFactory = false IsInLabyrinth = true # TODO: move not change_scene! get_tree().change_scene("res://Level/Labyrinth.tscn") func _on_area_exited (area: Area): if area.is_in_group("Forbidden"): Logger.info("leaving forbidden area!") _illegal_areas -= 1 elif area.is_in_group("Savehouse"): Logger.info("leaving save area!") _save_areas -= 1 elif area.is_in_group("Workwork"): Logger.info("leaving work area!") _work_areas -= 1 func _on_respawn (): #Logger.info("respawning") # fade to black and restart scene _inventory.hide() # disable hud for the time of respawn animation if not IsInLabyrinth: _animationFadeOut.play("FadeOut") yield(_animationFadeOut, "animation_finished") _animationFadeOut.seek(0, true) Daytime._set_time(0) #Logger.info("save areas: " + String(_save_areas)) if _save_areas < 1 and not IsInLabyrinth: Logger.info("move back to home") Pills._set_level(Pills.get_max()) IsInFactory = false IsOutside = true # TODO: move not change_scene! get_tree().change_scene("res://Level/OutsideWorld.tscn") _inventory.show() # enable hud again