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 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 _dir = Vector3() var _vel = Vector3() var _is_sprinting : bool var _is_in_illegal_area : bool var _prev_look # TODO: move to global var _inventory: Control 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) # 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") # 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") 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.name) 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("Enemy"): Logger.info("ermahgerd they touched :-o !") if _is_in_illegal_area: # or Pills.get_level() == 0: #< Pills.get_max() * 0.5: # TODO: check why this does not work as intended: #var player = AudioStreamPlayer3D.new() #var audio_file = "res://Resources/Audio/dino-eat.wav" #player.stream = load("res://Resources/Audio/dino-eat.wav") #add_child(player) #Logger.info("should play sound again?") #player.play() #remove_child(player) #player. queue_free() get_node("AudioStreamPlayer3D").play() yield(get_node("AudioStreamPlayer3D"), "finished") _reset_scene() # TODO: call per event -> also raise if Meldewesen is looking at player and pill level reaches treshold! elif area.is_in_group("Forbidden"): Logger.info("entering forbidden area!") _is_in_illegal_area = true func _on_area_exited (area: Area): if area.is_in_group("Forbidden"): Logger.info("leaving forbidden area!") _is_in_illegal_area = false func _reset_scene (): # fade to black and restart scene _animationFadeOut.play("FadeOut") yield(_animationFadeOut, "animation_finished") # reset values _animationFadeOut.seek(0, true) get_tree().reload_current_scene() Pills._set_level(Pills.get_max()) func Is_in_Illegal_Area (): return _is_in_illegal_area