godot-third-person-basic-scene/player/player.gd

144 lines
4.5 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 timer_rotate:Timer
var speed_rotate_1sec = PI
var max_angle = PI / 2
const TWO_PI = 2.0 * PI
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
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_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 )
# 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):
# 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.
# # 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)
move_and_slide()
func _process( delta ):
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:
$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 )
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()