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- extends KinematicBody
- # Member variables
- const ANIM_FLOOR = 0
- const ANIM_AIR_UP = 1
- const ANIM_AIR_DOWN = 2
- const SHOOT_TIME = 1.5
- const SHOOT_SCALE = 2
- const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
- var facing_dir = Vector3(1, 0, 0)
- var movement_dir = Vector3()
- var jumping = false
- var turn_speed = 40
- var keep_jump_inertia = true
- var air_idle_deaccel = false
- var accel = 19.0
- var deaccel = 14.0
- var sharp_turn_threshold = 140
- var max_speed = 3.1
- var prev_shoot = false
- var linear_velocity=Vector3()
- var shoot_blend = 0
- func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
- var n = p_target # Normal
- var t = n.cross(current_gn).normalized()
-
- var x = n.dot(p_facing)
- var y = t.dot(p_facing)
-
- var ang = atan2(y,x)
-
- if abs(ang) < 0.001: # Too small
- return p_facing
-
- var s = sign(ang)
- ang = ang * s
- var turn = ang * p_adjust_rate * p_step
- var a
- if ang < turn:
- a = ang
- else:
- a = turn
- ang = (ang - a) * s
-
- return (n * cos(ang) + t * sin(ang)) * p_facing.length()
- func _physics_process(delta):
-
- var lv = linear_velocity
- var g = Vector3(0, -9.8, 0)
- # var d = 1.0 - delta*state.get_total_density()
- # if (d < 0):
- # d = 0
- lv += g * delta # Apply gravity
-
- var anim = ANIM_FLOOR
-
- var up = -g.normalized() # (up is against gravity)
- var vv = up.dot(lv) # Vertical velocity
- var hv = lv - up * vv # Horizontal velocity
-
- var hdir = hv.normalized() # Horizontal direction
- var hspeed = hv.length() # Horizontal speed
-
- var dir = Vector3() # Where does the player intend to walk to
- var cam_xform = get_node("target/camera").get_global_transform()
-
- if Input.is_action_pressed("move_forward"):
- dir += -cam_xform.basis[2]
- if Input.is_action_pressed("move_backwards"):
- dir += cam_xform.basis[2]
- if Input.is_action_pressed("move_left"):
- dir += -cam_xform.basis[0]
- if Input.is_action_pressed("move_right"):
- dir += cam_xform.basis[0]
-
- var jump_attempt = Input.is_action_pressed("jump")
- var shoot_attempt = Input.is_action_pressed("shoot")
-
- var target_dir = (dir - up * dir.dot(up)).normalized()
-
- if is_on_floor():
- var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
-
- if dir.length() > 0.1 and !sharp_turn:
- if hspeed > 0.001:
- #linear_dir = linear_h_velocity/linear_vel
- #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit)))
- # brake = true
- #else
- hdir = adjust_facing(hdir, target_dir, delta, 1.0 / hspeed * turn_speed, up)
- facing_dir = hdir
- else:
- hdir = target_dir
-
- if hspeed < max_speed:
- hspeed += accel * delta
- else:
- hspeed -= deaccel * delta
- if hspeed < 0:
- hspeed = 0
-
- hv = hdir * hspeed
-
- var mesh_xform = get_node("Armature").get_transform()
- var facing_mesh = -mesh_xform.basis[0].normalized()
- facing_mesh = (facing_mesh - up * facing_mesh.dot(up)).normalized()
-
- if hspeed>0:
- facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
- var m3 = Basis(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE)
-
- get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
-
- if not jumping and jump_attempt:
- vv = 7.0
- jumping = true
- get_node("sound_jump").play()
- else:
- if vv > 0:
- anim = ANIM_AIR_UP
- else:
- anim = ANIM_AIR_DOWN
-
- var hs
- if dir.length() > 0.1:
- hv += target_dir * (accel * 0.2) * delta
- if (hv.length() > max_speed):
- hv = hv.normalized()*max_speed
- else:
- if air_idle_deaccel:
- hspeed = hspeed - (deaccel * 0.2) * delta
- if hspeed < 0:
- hspeed = 0
- hv = hdir * hspeed
-
- if jumping and vv < 0:
- jumping = false
-
- lv = hv + up*vv
-
- if is_on_floor():
- movement_dir = lv
-
- linear_velocity = move_and_slide(lv,-g.normalized())
-
- if shoot_blend > 0:
- shoot_blend -= delta * SHOOT_SCALE
- if (shoot_blend < 0):
- shoot_blend = 0
-
- if shoot_attempt and not prev_shoot:
- shoot_blend = SHOOT_TIME
- var bullet = preload("res://bullet.scn").instance()
- bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
- get_parent().add_child(bullet)
- bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20)
- bullet.add_collision_exception_with(self) # Add it to bullet
- get_node("sound_shoot").play()
-
- prev_shoot = shoot_attempt
-
- if is_on_floor():
- get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed / max_speed)
-
- get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
- get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
- # state.set_angular_velocity(Vector3())
- func _ready():
- get_node("AnimationTreePlayer").set_active(true)
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