fml-avs/scripts/player.gd
Quantum cf3a29d7c3 Many things
Added doors
Fixed holding force distance
Inmcreased interaction ray length
Fixed player not walking when looking up/down
Added placeholder crosshair
Added group trigger
Made monitor rigid body
Fixed lighting
Added sound emitters for kreb
2024-12-22 14:30:44 -05:00

218 lines
6.1 KiB
GDScript

extends CharacterBody3D
# Member variables
const QUAKE = 0.0625 / 2
const g = -800 * QUAKE
const MAX_SPEED = 320 * QUAKE
const MAX_AIR_SPEED = 30 * QUAKE
const FRICTION = 4# * QUAKE
const STOP_SPEED = 100 * QUAKE
const ACCEL = 15# * QUAKE
const AIR_ACCEL = 2# * QUAKE
const FORWARD_SPEED = 200 * QUAKE
const SIDE_SPEED = 350 * QUAKE
const UP_SPEED = 270 * QUAKE
const JUMP_SPEED = 270 * QUAKE
@export
var interact_range: float = 5.0
@export
var hold_force = 400
@export
var max_hold_velocity: float = 1000.0
# const DEACCEL= 8
# const MAX_SLOPE_ANGLE = 30https://www.youtube.com/watch?v=v3zT3Z5apaM
@onready
var _camera = $CSGMesh3D/Camera3D
@onready
var _ball = $Ball
@onready
var _collider = $CollisionShape3D
@onready
var _flashlight: SpotLight3D = $Flashlight
var _paused = false
var _noclip = false
var _held_object: Object
var _held_object_distance: float
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(_delta):
# Do this on the render tick so it doesnt jitter at higher FPS
_ball.global_position = _camera.global_position - _camera.global_transform.basis.z * interact_range
func _physics_process(delta):
# Shamelessly stolen code from quake :)
var fmove = 0.0
var smove = 0.0
var upmove = 0.0
if Input.is_action_pressed("move_forward"):
fmove += -FORWARD_SPEED
if Input.is_action_pressed("move_backward"):
fmove += FORWARD_SPEED
if Input.is_action_pressed("move_left"):
smove += -SIDE_SPEED
if Input.is_action_pressed("move_right"):
smove += SIDE_SPEED
#if Input.is_action_pressed("up"):
# upmove += UP_SPEED
if Input.is_action_pressed("run"):
fmove *= 2.0
smove *= 2.0
var wishvel = Vector3()
if _noclip:
wishvel = _camera.global_basis.z * fmove + _camera.global_basis.x * smove
else:
wishvel = basis.z * fmove + basis.x * smove
if _noclip:
wishvel.y += upmove
var wishdir = wishvel.normalized()
var wishspeed = wishvel.length()
if wishspeed > MAX_SPEED:
wishvel *= MAX_SPEED / wishspeed
wishspeed = MAX_SPEED
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y += JUMP_SPEED
var vel = velocity
if _noclip:
vel = wishvel * 2
elif is_on_floor():
vel = _apply_friction(vel, delta)
vel = _apply_accel(vel, wishdir, wishspeed, delta)
else:
vel = _apply_air_accel(vel, wishvel, wishspeed, delta)
if not _noclip and not is_on_floor():
vel.y += g * delta
velocity = vel
move_and_slide()
if _held_object:
_apply_holding_force(delta)
func _apply_friction(vel: Vector3, delta: float):
var speed = sqrt(vel.x ** 2 + vel.z ** 2)
if(speed == 0.0): return vel
# TODO: edge detect friction?
var friction = FRICTION
var control = 0.0
if speed < STOP_SPEED:
control = STOP_SPEED
else:
control = speed
var newspeed = speed - delta * control * friction
if newspeed < 0.0:
newspeed = 0.0
else:
newspeed /= speed
return vel * newspeed
func _apply_accel(vel: Vector3, wishdir: Vector3, wishspeed: float, delta: float):
var currentspeed = vel.dot(wishdir)
var addspeed = wishspeed - currentspeed
if addspeed <= 0.0:
return vel
var accelspeed = ACCEL * delta * wishspeed
if accelspeed > addspeed:
accelspeed = addspeed
return vel + accelspeed * wishdir
func _apply_air_accel(vel: Vector3, wishvel: Vector3, wishspeed: float, delta: float):
var wishveloc = wishvel.normalized()
var wishspd = wishvel.length()
if wishspd > MAX_AIR_SPEED:
wishspd = MAX_AIR_SPEED
var currentspeed = vel.dot(wishveloc)
var addspeed = wishspd - currentspeed
if addspeed <= 0:
return vel
var accelspeed = AIR_ACCEL * wishspeed * delta
if accelspeed > addspeed:
accelspeed = addspeed
return vel + accelspeed * wishveloc
func _apply_holding_force(delta):
var hold_point = _camera.global_position - _camera.global_transform.basis.z * _held_object_distance
var delta_position = hold_point - _held_object.global_position
var move_speed = min(delta_position.length() * hold_force, max_hold_velocity)
_held_object.linear_velocity = delta_position.normalized() * move_speed * delta
func _input(event):
if event.is_action_pressed("pause"):
_paused = not _paused
if _paused:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if _paused: return
if event.is_action_pressed('noclip'):
_noclip = not _noclip
if _noclip:
_collider.disabled = true
else:
_collider.disabled = false
if event.is_action_pressed('flashlight'):
_flashlight.visible = not _flashlight.visible
# Camera
if event is InputEventMouseMotion:
rotation.y += -event.relative.x * 0.005
_camera.rotation.x += -event.relative.y * 0.005
_camera.rotation.x = clamp(_camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
# Rotate flashlight
_flashlight.rotation.x = _camera.rotation.x
if event.is_action_pressed("interact"):
# Handle dropping things
if _held_object:
#_held_object.drop()
_held_object = null
return
var space_state = get_world_3d().direct_space_state
# use global coordinates, not local to node
var ray_end = _camera.global_position - _camera.global_transform.basis.z * interact_range
var query = PhysicsRayQueryParameters3D.create(_camera.global_position, ray_end)
# Don't collide with ourselves
query.exclude = [self]
var result = space_state.intersect_ray(query)
if result.has('collider'):
var other: Node3D = result.collider
if other.has_method('interact'):
other.interact(self)
if other.is_in_group('can_hold'):
_held_object = other
_held_object_distance = (Vector3(result.position) - _camera.global_position).length()