143 lines
3.7 KiB
GDScript
143 lines
3.7 KiB
GDScript
extends KinematicBody
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# export variables
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export(NodePath) var body_nodepath
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export(NodePath) var lookingAt_nodepath
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export(NodePath) var animation_nodepath
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export(NodePath) var ui_interact_nodepath
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export(int) var keycard_lvl
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export(Array) var key_chain
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# const
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const GRAVITY = -24.8
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const JUMP_SPEED = 8
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const MOVE_SPEED = 6
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const SPRINT_SPEED = 10
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const ACCEL = 15.0
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const MAX_SLOPE_ANGLE = 40
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const MOUSE_SENSITIVITY = 0.05
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const INTERACT_DISTANCE = 4
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# private members
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var _body: Spatial
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var _camera: Camera
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var _lookCast: RayCast
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var _animation: AnimationPlayer
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var _dir = Vector3();
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var _vel = Vector3();
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var _is_sprinting;
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var _prev_look;
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# TODO: move to global
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var _inventory: Control
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func _ready():
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# Assign child node variables
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_body = get_node(body_nodepath) as Spatial # = $Body
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assert(null != _body)
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_camera = $Body/Camera
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assert(null != _camera)
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_animation = get_node(animation_nodepath) as AnimationPlayer
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assert(null != _animation)
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# Setup mouse look
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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_lookCast = get_node(lookingAt_nodepath) as RayCast
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_lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE)
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_inventory = get_node("HUD")
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func _physics_process(delta):
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process_input()
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process_movement(delta)
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func _process(_delta):
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check_interact()
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process_animations()
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func process_input():
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# Walking
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var input_movement_vector = Vector2()
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if Input.is_action_pressed("move_fwrd"):
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input_movement_vector.y += 1
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if Input.is_action_pressed("move_back"):
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input_movement_vector.y -= 1
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if Input.is_action_pressed("move_left"):
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input_movement_vector.x -= 1
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if Input.is_action_pressed("move_right"):
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input_movement_vector.x += 1
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# look around with mouse
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_dir = Vector3()
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var camera_transform = _camera.get_global_transform()
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_dir += -camera_transform.basis.z * input_movement_vector.y
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_dir += camera_transform.basis.x * input_movement_vector.x
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# jumping
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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_vel.y = JUMP_SPEED
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# sprinting
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_is_sprinting = Input.is_action_pressed("move_sprint")
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func process_movement(delta):
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_vel.y += delta * GRAVITY
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# set movement speed
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var target = _dir * (SPRINT_SPEED if _is_sprinting else MOVE_SPEED)
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var hvel = _vel
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hvel = hvel.linear_interpolate(target, ACCEL * delta)
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_vel.x = hvel.x
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_vel.z = hvel.z
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_vel = move_and_slide(_vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
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func process_animations():
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_animation.playback_speed = _vel.length() / MOVE_SPEED
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func check_interact():
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if _lookCast.is_colliding():
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var collider = _lookCast.get_collider()
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if collider.is_in_group("Touchables"):
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#show interact tooltip
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get_node(ui_interact_nodepath).show()
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#enable outline of seen object
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collider.get_node(collider.outline_path).show()
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if _prev_look != null and is_instance_valid(_prev_look):
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if _prev_look != collider:
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_prev_look.get_node(_prev_look.outline_path).hide()
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_prev_look = collider
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#do interaction
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if Input.is_action_just_pressed("interact"):
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collider.do_interact(self)
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_inventory.add_item(collider.name)
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else:
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#stop showing interact tooltip
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get_node(ui_interact_nodepath).hide()
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elif _prev_look != null and is_instance_valid(_prev_look):
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#disable outline of last seen object
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_prev_look.get_node(_prev_look.outline_path).hide()
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_prev_look = null
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#stop showing interact tooltip
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get_node(ui_interact_nodepath).hide()
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func _input(event):
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# capture mouse movement
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if event is InputEventMouseMotion:
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_camera.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
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self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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# Prevent player from doing a purzelbaum
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_camera.rotation_degrees.x = clamp(_camera.rotation_degrees.x, -70, 70)
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