extends KinematicBody # export variables export(NodePath) var body_nodepath export(NodePath) var camera_nodepath export(NodePath) var animation_nodepath export(NodePath) var ui_nodepath # 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 _animation: AnimationPlayer var _interface: Control var _dir = Vector3(); var _vel = Vector3(); var _is_sprinting; func _ready(): # Assign child node variables _body = get_node(body_nodepath) as Spatial assert(null != _body) _camera = get_node(camera_nodepath) as Camera assert(null != _camera) _animation = get_node(animation_nodepath) as AnimationPlayer assert(null != _animation) _interface = get_node(ui_nodepath) as Control assert(null != _interface) # Setup mouse look Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _physics_process(delta): _process_input() _process_movement(delta) _process_collision() func _process(_delta): _process_animations() func _process_input(): #exit if Input.is_action_pressed("ui_cancel"): _interface.gameOver() # 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(): _animation.playback_speed = _vel.length() / MOVE_SPEED func _process_collision(): var collCount = get_slide_count() if collCount > 0: #Logger.debug("Collide count: ", collCount) for i in collCount: var collision = get_slide_collision(i) #Logger.debug("Collided with: ", collision.collider.name) #TODO: replace with groups if collision.collider.name == "CrystalBody": #Logger.debug("removing crystal...") collision.collider.queue_free() _interface.increaseScore() 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)