132 lines
3.9 KiB
GDScript
132 lines
3.9 KiB
GDScript
extends CharacterBody3D
|
|
|
|
const SPEED = 5.0
|
|
const JUMP_FORCE = 4.5
|
|
|
|
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
|
|
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
|
var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
|
|
var camera_rotate_y = 0.0
|
|
var camera_rotate_x = 0.0
|
|
var player_rotate_y = 0.0
|
|
var speed_rotate_1sec = PI
|
|
var max_angle = PI / 2
|
|
const TWO_PI = 2.0 * PI
|
|
const PI_2 = PI / 2.0
|
|
var debug:bool = false
|
|
var reconciliate_rotate_camer_player:bool = true
|
|
|
|
|
|
func _init():
|
|
pass
|
|
|
|
|
|
func _ready():
|
|
# Place the mouse at the center of the screen
|
|
get_viewport().warp_mouse(starting_point)
|
|
|
|
|
|
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" ):
|
|
reconciliate_rotate_camer_player = false
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
|
|
elif Input.is_action_just_released ( "ui_strafe" ):
|
|
reconciliate_rotate_camer_player = true
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
|
if Input.is_action_just_released("ui_cut"):
|
|
print("debug on")
|
|
debug = true
|
|
if Input.is_action_just_released("ui_copy"):
|
|
print("debug off")
|
|
debug = false
|
|
|
|
if Input.is_mouse_button_pressed( 2 ):
|
|
if event is InputEventMouseMotion:
|
|
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 )
|
|
|
|
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
|
|
|
|
|
|
func _physics_process(delta):
|
|
var input_dir: Vector2
|
|
|
|
# Add the gravity.
|
|
if not is_on_floor():
|
|
motion_velocity.y -= gravity * delta
|
|
|
|
# Handle Jump.
|
|
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.
|
|
if Input.is_action_pressed("ui_strafe"):
|
|
input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
|
|
else:
|
|
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 )
|
|
input_dir = Input.get_vector("nothing", "nothing", "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()
|
|
|
|
|
|
func _process( delta ):
|
|
if debug:
|
|
print(reconciliate_rotate_camer_player, ", ", camera_rotate_y,", ", player_rotate_y)
|
|
|
|
if reconciliate_rotate_camer_player:
|
|
var diff = camera_rotate_y - player_rotate_y
|
|
|
|
if diff > PI:
|
|
diff = camera_rotate_y - player_rotate_y - TWO_PI
|
|
elif diff < -PI:
|
|
diff = camera_rotate_y - player_rotate_y + TWO_PI
|
|
|
|
var absdiff = diff
|
|
if absdiff < 0.0:
|
|
absdiff = -absdiff
|
|
|
|
if absdiff <= 0.5 * delta:
|
|
rotate_y( diff )
|
|
$camera_root/horizontal_root.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
|
|
rotate_y( diff )
|
|
$camera_root/horizontal_root.rotate_y( -diff )
|
|
player_rotate_y += diff
|
|
if player_rotate_y > PI:
|
|
player_rotate_y -= TWO_PI
|
|
elif player_rotate_y <= -PI:
|
|
player_rotate_y += TWO_PI
|