diff --git a/player/character/character.tscn b/player/character/character.tscn index e720ae9..00ef06f 100644 --- a/player/character/character.tscn +++ b/player/character/character.tscn @@ -5,84 +5,66 @@ [node name="character" instance=ExtResource( "1_2jxjm" )] [node name="Skeleton3D" parent="char_grp/rig" index="0"] -bones/2/position = Vector3(-0.0137206, -0.00893447, 0.623635) -bones/2/rotation = Quaternion(-0.0542181, -0.698824, 0.705138, 0.107172) -bones/5/position = Vector3(0.225526, -0.0449977, 1.00549) -bones/5/rotation = Quaternion(-0.212256, 0.507514, -0.409583, 0.727749) -bones/6/rotation = Quaternion(0.0763622, -0.151315, 0.201611, 0.964689) -bones/9/rotation = Quaternion(-0.354247, -0.0113183, -0.114535, 0.928042) -bones/12/rotation = Quaternion(-0.0859619, -0.000690616, -0.0113947, 0.996233) -bones/14/rotation = Quaternion(-0.0708235, 0.00135137, 0.00912021, 0.997446) -bones/17/rotation = Quaternion(-0.289619, 0.0147139, -0.0606385, 0.955105) -bones/20/rotation = Quaternion(-0.071225, -0.000127472, -0.014186, 0.997359) -bones/22/rotation = Quaternion(-0.050349, -0.000215399, -0.00607436, 0.998713) -bones/25/rotation = Quaternion(-0.189839, 0.0091794, -0.0234996, 0.98149) -bones/28/rotation = Quaternion(-0.0475135, 0.000428396, -0.011606, 0.998803) -bones/30/rotation = Quaternion(-0.0834221, 0.000160671, 0.00221177, 0.996512) -bones/33/rotation = Quaternion(-0.396376, -0.000130737, -0.142626, 0.906942) -bones/36/rotation = Quaternion(-0.172635, 0.0012423, -0.0155044, 0.984863) -bones/38/rotation = Quaternion(-0.0638606, 0.00298732, 0.0124317, 0.997877) -bones/41/rotation = Quaternion(-0.033223, -0.0646825, 0.00673106, 0.99733) -bones/44/rotation = Quaternion(-0.170821, 0.00587304, -0.0810434, 0.981944) -bones/46/rotation = Quaternion(-0.120295, 0.00125632, 0.0085031, 0.9927) -bones/47/position = Vector3(-0.134833, 0.0653124, 1.13379) -bones/47/rotation = Quaternion(-0.659221, -0.0283842, 0.430366, 0.61596) -bones/50/position = Vector3(-0.19488, 0.0360943, 1.03029) -bones/50/rotation = Quaternion(-0.632594, -0.189283, 0.26349, 0.703257) -bones/53/rotation = Quaternion(1.23425e-07, 0.194622, 2.8287e-07, 0.980878) -bones/55/position = Vector3(0.225526, -0.0449977, 1.00549) -bones/55/rotation = Quaternion(-0.212256, 0.507514, -0.409583, 0.727749) -bones/56/rotation = Quaternion(-2.54969e-07, -0.158062, -1.24093e-07, 0.987429) -bones/60/position = Vector3(-0.0306801, -0.00903376, 0.410954) -bones/60/rotation = Quaternion(0.27466, -0.583274, 0.654977, 0.394154) -bones/61/rotation = Quaternion(-1.67814e-07, 0.00969424, -2.09387e-07, 0.999953) -bones/65/position = Vector3(0.228274, 0.0354965, 0.486375) -bones/65/rotation = Quaternion(-0.736181, -0.0420695, 0.0630477, 0.672527) -bones/66/rotation = Quaternion(-3.45758e-08, -0.0658087, -1.18379e-08, 0.997832) -bones/70/position = Vector3(-0.19488, 0.0360944, 1.03029) -bones/70/rotation = Quaternion(-0.632594, -0.189283, 0.263491, 0.703256) -bones/71/rotation = Quaternion(-0.133067, 0.197528, 0.0747902, 0.96834) -bones/74/rotation = Quaternion(-0.274108, 0.0121625, 0.120633, 0.954025) -bones/77/rotation = Quaternion(-0.151302, 0.00120142, 0.0177719, 0.988327) -bones/79/rotation = Quaternion(-0.115412, 0.00165681, 0.0111454, 0.993254) -bones/82/rotation = Quaternion(-0.179167, -0.00608298, 0.0625111, 0.981812) -bones/85/rotation = Quaternion(-0.126398, 1.04667e-05, 0.019615, 0.991786) -bones/87/rotation = Quaternion(-0.0748097, 0.000649867, 0.00982608, 0.997149) -bones/90/rotation = Quaternion(-0.0496308, 0.0679533, -0.0180453, 0.99629) -bones/93/rotation = Quaternion(-0.123578, 0.0137458, 0.101123, 0.987073) -bones/95/rotation = Quaternion(-0.118975, 6.71328e-05, -0.000388975, 0.992897) -bones/98/rotation = Quaternion(-0.0805458, -0.000323918, 0.0182939, 0.996583) -bones/101/rotation = Quaternion(-0.0693506, -0.00070072, 0.013769, 0.997497) -bones/103/rotation = Quaternion(-0.0785608, 0.00150039, 0.00594976, 0.99689) -bones/106/rotation = Quaternion(-0.328283, 0.00323289, 0.147203, 0.933033) -bones/109/rotation = Quaternion(-0.210199, -0.0015143, 0.0192418, 0.977468) -bones/111/rotation = Quaternion(-0.088144, 0.0013427, 0.0161606, 0.995976) -bones/112/position = Vector3(0.019602, 0.0386716, 0.866973) -bones/112/rotation = Quaternion(0.532326, 0.514181, 0.504871, 0.444244) -bones/113/rotation = Quaternion(-0.0649652, 0.110191, -0.0360143, 0.991131) -bones/116/rotation = Quaternion(0.0561334, 0.300638, -0.0189887, 0.951895) -bones/120/rotation = Quaternion(0.148044, 0.0480133, -0.00268973, 0.98781) -bones/123/rotation = Quaternion(-0.508658, 0.40436, 0.59608, 0.471645) -bones/125/rotation = Quaternion(-0.428569, -0.0251431, 0.238236, 0.871172) -bones/129/rotation = Quaternion(-0.601724, -0.289307, -0.457284, 0.587471) -bones/131/rotation = Quaternion(-0.488059, 0.108326, 0.00490083, 0.866049) -bones/139/rotation = Quaternion(-0.135171, -0.00136852, -0.227491, 0.964352) -bones/140/rotation = Quaternion(0.0537204, -0.042591, 0.290175, 0.954515) -bones/142/rotation = Quaternion(0.483791, 0.550795, -0.400661, 0.549583) -bones/143/rotation = Quaternion(0.00484993, 0.9864, 0.164286, 0.00110764) -bones/144/rotation = Quaternion(-0.13481, -4.23659e-08, -0.227675, 0.96436) -bones/148/rotation = Quaternion(0.0382164, -2.35926e-08, -0.0828285, 0.995831) -bones/151/rotation = Quaternion(0.0457827, 0.0887355, -0.0791179, 0.991852) -bones/152/rotation = Quaternion(0.0968234, -0.0159964, -0.430017, 0.897471) -bones/154/rotation = Quaternion(0.313121, -0.578061, 0.414367, 0.629366) -bones/155/rotation = Quaternion(-0.00376207, 0.973964, 0.226656, 0.00254173) -bones/156/position = Vector3(0.183474, -0.0360153, 1.116) -bones/156/rotation = Quaternion(-0.366684, 0.410974, -0.627613, 0.550222) -bones/159/position = Vector3(0.113059, 0.0613343, 0.667578) -bones/159/rotation = Quaternion(-0.729315, -0.228512, -0.168593, 0.622461) -bones/162/position = Vector3(0.040388, 0.0554522, 1.35329) -bones/162/rotation = Quaternion(0.230239, 0.730674, 0.611786, 0.197031) -bones/163/rotation = Quaternion(-0.102034, 0.307882, -0.036231, 0.945242) +bones/2/rotation = Quaternion(-0.271757, 0.626496, -0.507842, 0.525117) +bones/5/rotation = Quaternion(-0.445372, 0.390831, -0.410612, 0.693032) +bones/6/rotation = Quaternion(-0.0372555, -0.0374979, 0.122351, 0.991078) +bones/9/rotation = Quaternion(-0.55327, -0.021387, -0.0662289, 0.830089) +bones/12/rotation = Quaternion(-0.69924, -0.00070756, -0.0840618, 0.709928) +bones/14/rotation = Quaternion(-0.281124, -0.000329497, -0.0339629, 0.95907) +bones/17/rotation = Quaternion(-0.541706, 0.00703882, -0.0505262, 0.839019) +bones/20/rotation = Quaternion(-0.727666, -0.00506352, -0.0876433, 0.680291) +bones/22/rotation = Quaternion(-0.340549, -0.00194646, -0.041411, 0.939312) +bones/25/rotation = Quaternion(-0.55521, 0.0120764, -0.0438172, 0.830467) +bones/28/rotation = Quaternion(-0.864959, 0.00479228, -0.103815, 0.490964) +bones/30/rotation = Quaternion(-0.171698, -0.00446994, -0.0205173, 0.984926) +bones/38/rotation = Quaternion(-0.38892, -0.00569116, -0.0466897, 0.92007) +bones/41/rotation = Quaternion(0.0189979, 0.0622678, -0.039629, 0.997091) +bones/44/rotation = Quaternion(-0.352984, -0.0533485, -0.00972458, 0.934057) +bones/47/rotation = Quaternion(-0.491492, -0.286184, 0.496952, 0.655418) +bones/50/rotation = Quaternion(-0.440024, -0.360322, 0.385434, 0.726628) +bones/53/rotation = Quaternion(1.24162e-07, -0.0289177, 2.77174e-07, 0.999582) +bones/55/rotation = Quaternion(-0.445372, 0.390831, -0.410612, 0.693032) +bones/56/rotation = Quaternion(-2.72248e-07, -0.040541, -1.08628e-07, 0.999178) +bones/60/rotation = Quaternion(-0.502103, 0.436597, -0.652123, 0.363333) +bones/65/rotation = Quaternion(-0.519517, -0.442971, 0.636258, 0.359241) +bones/66/rotation = Quaternion(9.07769e-10, 0.0551515, 3.5838e-08, 0.998478) +bones/70/rotation = Quaternion(-0.440024, -0.360322, 0.385434, 0.726628) +bones/71/rotation = Quaternion(-0.067789, -0.0294414, -0.0321137, 0.996748) +bones/74/rotation = Quaternion(-0.529658, 0.0176954, 0.0583603, 0.846016) +bones/77/rotation = Quaternion(-0.686348, 0.000695412, 0.0817067, 0.722669) +bones/79/rotation = Quaternion(-0.325638, 0.000781165, 0.0388156, 0.944697) +bones/82/rotation = Quaternion(-0.508272, -0.0129833, 0.0348485, 0.860393) +bones/85/rotation = Quaternion(-0.788088, 0.00548676, 0.0939959, 0.608319) +bones/90/rotation = Quaternion(0.0583021, -0.0664381, 0.18425, 0.978897) +bones/93/rotation = Quaternion(-0.325608, 0.00672599, -0.0201309, 0.945267) +bones/95/rotation = Quaternion(-0.476819, 0.0786276, -0.0477728, 0.874173) +bones/98/rotation = Quaternion(-0.474577, -0.0113585, 0.0306311, 0.879608) +bones/101/rotation = Quaternion(-0.781749, -0.0043309, 0.0929099, 0.616618) +bones/103/rotation = Quaternion(-0.357714, 0.00928428, 0.0423253, 0.932826) +bones/106/rotation = Quaternion(-0.574211, 0.0203224, 0.0987876, 0.812471) +bones/109/rotation = Quaternion(-0.663777, 0.0235976, 0.0521688, 0.745736) +bones/111/rotation = Quaternion(-0.361751, 0.00527712, 0.0430036, 0.931268) +bones/112/rotation = Quaternion(0.0097308, -0.701742, -0.712346, 0.00508848) +bones/113/rotation = Quaternion(-0.0911941, -0.00258285, 0.000984978, 0.995829) +bones/116/rotation = Quaternion(0.080616, 0.00590208, 0.00270844, 0.996724) +bones/120/rotation = Quaternion(0.105174, 0.00605958, 0.0129845, 0.994351) +bones/123/rotation = Quaternion(-0.562449, 0.324106, 0.455498, 0.609203) +bones/125/rotation = Quaternion(-0.539888, -0.0493987, 0.199217, 0.816329) +bones/129/rotation = Quaternion(-0.558722, -0.301251, -0.453266, 0.625802) +bones/131/rotation = Quaternion(-0.508332, 0.0333607, -0.240729, 0.826157) +bones/139/rotation = Quaternion(0.0980113, -0.0899481, -0.0867249, 0.98731) +bones/140/rotation = Quaternion(-0.0310007, 0.0719017, 0.355743, 0.931298) +bones/142/rotation = Quaternion(0.470828, 0.517658, -0.563252, 0.439429) +bones/143/rotation = Quaternion(0.00477369, 0.990276, 0.139034, 0.000545654) +bones/144/rotation = Quaternion(0.105475, -3.99246e-08, -0.0774747, 0.991399) +bones/148/rotation = Quaternion(0.0834681, -3.02306e-08, 0.0769496, 0.993535) +bones/151/rotation = Quaternion(0.0726204, 0.130697, 0.0872612, 0.984901) +bones/152/rotation = Quaternion(0.0219061, -0.0761316, -0.353842, 0.931944) +bones/154/rotation = Quaternion(0.474683, -0.474536, 0.557822, 0.488187) +bones/155/rotation = Quaternion(0.0047883, -0.989589, -0.143844, 0.0006509) +bones/156/rotation = Quaternion(-0.492611, 0.329333, -0.498554, 0.632707) +bones/162/rotation = Quaternion(0.000208666, -0.699219, -0.714693, 0.0175177) +bones/163/rotation = Quaternion(-0.0303771, 0.00768932, 0.00157884, 0.999508) [node name="AnimationPlayer" parent="." index="1"] autoplay = "CHAR_idle_bored" diff --git a/player/player.gd b/player/player.gd index 4756386..2f33bb3 100644 --- a/player/player.gd +++ b/player/player.gd @@ -9,7 +9,6 @@ var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServe var camera_rotate_y = 0.0 var camera_rotate_x = 0.0 var player_rotate_y = 0.0 -#var timer_rotate:Timer var speed_rotate_1sec = PI var max_angle = PI / 2 const TWO_PI = 2.0 * PI @@ -17,11 +16,6 @@ const PI_2 = PI / 2.0 func _init(): -# timer_rotate = Timer.new() -# add_child(timer_rotate) -# timer_rotate.autostart = false -# timer_rotate.wait_time = 1.0 -# timer_rotate.connect("timeout", update_rotate_start.bind()) pass @@ -33,38 +27,24 @@ func _ready(): func _input(event): # If right mouse button is pressed and mouse moves, pan horizontally camera # and rotate vertically + if Input.is_action_just_pressed ( "ui_strafe" ): + Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) + elif Input.is_action_just_released ( "ui_strafe" ): + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + if Input.is_mouse_button_pressed( 2 ): if event is InputEventMouseMotion: - camera_rotate_y += event.relative.x *0.01 + camera_rotate_y -= event.relative.x *0.01 if camera_rotate_y >= PI: camera_rotate_y -= TWO_PI elif camera_rotate_y <= -PI: camera_rotate_y += TWO_PI - $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 ) + $camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 ) -# if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty): -# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 ) -# camera_rotate = roty -# else: -# $Mesh/character.rotate_y( event.relative.x *0.01 ) -# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 ) var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01 if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: $camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 ) camera_rotate_x = new_camera_rotate_x - -# timer_rotate.autostart = false -# timer_rotate.wait_time = 1.0 -# if timer_rotate.is_connected("timeout", update_rotate.bind()): -# timer_rotate.stop() -# timer_rotate.disconnect("timeout", update_rotate.bind()) -# timer_rotate.connect("timeout", update_rotate_start.bind()) -# timer_rotate.start(1.0) -# print("Update timer") -# else: -# #timer_rotate.stop() -# timer_rotate.start(1.0) -# print("launch timer") func _physics_process(delta): @@ -76,16 +56,33 @@ func _physics_process(delta): if Input.is_action_just_pressed("ui_accept") and is_on_floor(): motion_velocity.y = JUMP_FORCE -# # Get the input direction and handle the movement/deceleration. -# # As good practice, you should replace UI actions with custom gameplay actions. -# var input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up") -# var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() -# if direction: -# motion_velocity.x = direction.x * SPEED -# motion_velocity.z = direction.z * SPEED -# else: -# motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) -# motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) + if not Input.is_action_pressed( "ui_strafe" ): + var y = 0 + if Input.is_action_pressed("ui_right"): + y -= 1 + if Input.is_action_pressed("ui_left"): + y += 1 + if y != 0: + var dt = y * delta * speed_rotate_1sec + camera_rotate_y += dt + if camera_rotate_y >= PI: + camera_rotate_y -= TWO_PI + elif camera_rotate_y <= -PI: + camera_rotate_y += TWO_PI + $camera_root/horizontal_root.rotate_y( dt ) + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up") + if Input.is_action_pressed("ui_strafe"): + input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up") + var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + if direction: + motion_velocity.x = direction.x * SPEED + motion_velocity.z = direction.z * SPEED + else: + motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) + motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) move_and_slide() @@ -102,43 +99,16 @@ func _process( delta ): absdiff = -absdiff if absdiff <= 0.5 * delta: - $Mesh/character.rotate_y( diff ) + rotate_y( diff ) + $camera_root/horizontal_root.rotate_y( -diff ) + # $Mesh/character.rotate_y( diff ) player_rotate_y = camera_rotate_y else: if diff >= 0.0: diff = delta * speed_rotate_1sec else: diff = -delta * speed_rotate_1sec - $Mesh/character.rotate_y( diff ) + rotate_y( diff ) + $camera_root/horizontal_root.rotate_y( -diff ) + #$Mesh/character.rotate_y( diff ) player_rotate_y += diff - - -#func update_rotate_start(): -# print("update_rotate_start") -# var camera = $camera_root/horizontal_root.get_basis() -# var player = $Mesh/character.get_basis() -# timer_rotate.disconnect("timeout", update_rotate_start.bind()) -# timer_rotate.connect("timeout", update_rotate.bind()) -# timer_rotate.start(0.005) -# -# -#func update_rotate(): -# print("update_rotate") -# var step = 0.0 -# if camera_rotate >= 0.1: -# step = -0.05 -# elif camera_rotate <= -0.1: -# step = +0.05 -# $Mesh/character.rotate_y( -step ) -# #$camera_root/horizontal_root.rotate_y( step / 2.0 ) -# camera_rotate += step -## if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty): -## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 ) -## current_rotate = roty -## else: -## $Mesh/character.rotate_y( event.relative.x *0.01 ) -## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 ) -# if camera_rotate <= 0.1 and camera_rotate >= -0.1: -# timer_rotate.stop() - - diff --git a/project.godot b/project.godot index d1b855f..c318c38 100644 --- a/project.godot +++ b/project.godot @@ -45,3 +45,18 @@ ui_down={ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null) ] } +ui_strafe_left={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":true,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"unicode":0,"echo":false,"script":null) +] +} +ui_strafe_right={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":true,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"unicode":0,"echo":false,"script":null) +] +} +ui_strafe={ +"deadzone": 0.5, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"pressed":false,"double_click":false,"script":null) +] +}