285 lines
7.7 KiB
GDScript
285 lines
7.7 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 animationWalk_nodepath
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export(NodePath) var animationFadeOut_nodepath
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export(NodePath) var ui_interact_nodepath
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export(NodePath) var ui_message_nodepath
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export(NodePath) var camera_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 _animationWalk: AnimationPlayer
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var _animationFadeOut: AnimationPlayer
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var _labelInteract: Label
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var _labelMessage: Label
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var _dir = Vector3()
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var _vel = Vector3()
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var _is_sprinting : bool
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var _illegal_areas : int
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var _save_areas : int
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var _work_areas : int
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var _prev_look
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var _inventory: Control
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# public properties
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#var IsSuspicios # not needed > Meldewesen handles themselves
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export(bool) var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action
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export(bool) var IsOutside = true # active while player is not in factory
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export(bool) var IsInFactory = false # only active in factory scene
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export(bool) var IsInLabyrinth = false
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func is_in_illegalzone ():
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return _illegal_areas > 0
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func is_in_savezone ():
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return _save_areas > 0
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func is_in_workzone ():
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return _work_areas > 0
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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 = get_node(camera_nodepath) #as Camera
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assert(null != _camera)
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_animationWalk = get_node(animationWalk_nodepath) as AnimationPlayer
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assert(null != _animationWalk)
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_animationFadeOut = get_node(animationFadeOut_nodepath) as AnimationPlayer
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assert(null != _animationFadeOut)
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_labelInteract = get_node(ui_interact_nodepath) as Label
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assert(null != _labelInteract)
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_labelMessage = get_node(ui_message_nodepath) as Label
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assert(null != _labelMessage)
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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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assert(null != _inventory)
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# Set special fast time when in labyrinth
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if IsInLabyrinth:
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Daytime.increase_per_second = 100
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Pills._decrease_per_second = 0.8
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# setup collisions with Meldewesen
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var area = get_node("InteractArea") as Area
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assert(null != area)
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area.connect("area_entered", self, "_on_area_entered")
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area.connect("area_exited", self, "_on_area_exited")
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Daytime.connect("respawn", self, "_on_respawn")
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if IsOutside:
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var player = get_node("AudioStreamPlayer3D")
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player.stream = load("res://Resources/Audio/cock.wav")
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player.play()
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func showMessage (text, duration):
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_labelMessage.text = text
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# animation
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var timer = _inventory.get_node("Timer") as Timer
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timer.wait_time = duration
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timer.start()
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_labelMessage.show()
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yield(timer, "timeout")
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_labelMessage.hide()
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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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process_collision_layers()
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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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_animationWalk.playback_speed = _vel.length() / MOVE_SPEED
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func process_collision_layers():
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var new_layer: int = 6
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if Pills.get_level() >= Pills.LEVELS.VERY_LOW:
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# If the masked view is almost invisible, collision with masked objects is disabled
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new_layer -= 1 # See collision layer names in editor
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collision_layer = new_layer
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collision_mask = new_layer
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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 null != collider and collider.is_in_group("Touchables"):
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#show interact tooltip
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_labelInteract.show()
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#enable outline of seen object
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collider.outline.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.outline.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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if collider.is_in_group("Collectibles"):
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_inventory.add_item(collider)
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_prev_look = null # remove after taken
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_labelInteract.hide()
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else:
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#stop showing interact tooltip and disable outline
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_labelInteract.hide()
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if _prev_look != null and is_instance_valid(_prev_look):
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_prev_look.outline.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.outline.hide()
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_prev_look = null
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#stop showing interact tooltip
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_labelInteract.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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func _on_area_entered (area: Area):
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if area.is_in_group("Forbidden"):
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Logger.info("entering forbidden area!")
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_illegal_areas += 1
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elif area.is_in_group("Savehouse"):
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Logger.info("entering save area!")
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_save_areas += 1
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elif area.is_in_group("Workwork"):
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Logger.info("entering work area!")
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_work_areas += 1
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elif area.is_in_group("FactoryEntry"):
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Logger.info("entering factory")
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IsInFactory = true
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IsOutside = false
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elif area.is_in_group("TunnelEntry"):
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Logger.info("entering factory")
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IsInFactory = false
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IsOutside = false
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# TODO: move not change_scene!
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get_tree().change_scene("res://Level/Tunnel.tscn")
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# TODO: other entries
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elif area.is_in_group("OutsideEntry"):
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Logger.info("leaving factory")
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IsInFactory = false
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IsOutside = true
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# TODO: move not change_scene!
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get_tree().change_scene("res://Level/World.tscn")
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func _on_area_exited (area: Area):
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if area.is_in_group("Forbidden"):
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Logger.info("leaving forbidden area!")
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_illegal_areas -= 1
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elif area.is_in_group("Savehouse"):
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Logger.info("leaving save area!")
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_save_areas -= 1
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elif area.is_in_group("Workwork"):
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Logger.info("leaving work area!")
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_work_areas -= 1
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func _on_respawn ():
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#Logger.info("respawning")
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# fade to black and restart scene
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_inventory.hide() # disable hud for the time of respawn animation
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if not IsInLabyrinth:
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_animationFadeOut.play("FadeOut")
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yield(_animationFadeOut, "animation_finished")
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_animationFadeOut.seek(0, true)
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Daytime._set_time(0)
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#Logger.info("save areas: " + String(_save_areas))
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if _save_areas < 1 and not IsInLabyrinth:
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Logger.info("reload scene")
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Pills._set_level(Pills.get_max())
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get_tree().reload_current_scene()
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_inventory.show() # enable hud again
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