]> Untitled Git - baabarian.git/blob - player/player.gd
* Added falling animation
[baabarian.git] / player / player.gd
1 extends CharacterBody3D
2 class_name Player
3
4
5 # player settings
6 @export_group("Movement")
7 @export var walk_speed := 3.0
8 @export var jog_speed := 6.0
9 @export var charge_speed := 20
10
11 @export var air_speed := 3.0
12 @export var acceleration := 20.0
13 @export var rotation_speed := 10.0
14 @export var idle_timeout := 5.0
15 @export var hard_landing_limit := 10.0
16
17 @export_group("Physics")
18 @export var push_force := 10
19
20 @export_group("Camera")
21 @export_range(1.0, 10.0) var camera_distance := 2.5
22 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15
23 @export_range(0.0, 1.0) var mouse_sensitivity_x := 1.0
24 @export_range(0.0, 1.0) var mouse_sensitivity_y := 0.5
25 @export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0
26 @export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0
27
28
29 @onready var _debug: CanvasLayer = %debug
30 @onready var _camera_pivot: Node3D = %camera_pivot
31 @onready var _camera: Camera3D = %camera
32 @onready var _skin: AnimatedSkin = %skin
33
34 var _last_movement_direction := rotation
35 var _camera_input_direction := Vector2.ZERO
36
37 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
38 var _camera_input_method := CAMERA_MOUSE_INPUT
39
40 var _idle_time: float = 0.0
41 var _player_speed: float = walk_speed
42
43
44 func _ready() -> void:
45         $camera_pivot/SpringArm3D.spring_length = camera_distance
46         _debug.draw.add_vector(self, "velocity", 1, 1, Color(0,1,0,1))
47         _debug.draw.add_vector(self, "_last_movement_direction", 1, 1, Color(1,0,0,1))
48         _debug.stats.add_property(self, "velocity", "length")
49         _debug.stats.add_property(self, "_idle_time", "round")
50
51
52 func _physics_process(delta: float) -> void:
53         _process_camera(delta)
54         _process_player(delta)
55
56
57 func _unhandled_input(event: InputEvent) -> void:
58         # If user clicks on the window, capture the mouse and direct the camera with it
59         if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
60                 return
61
62                         #_camera_input_direction *= mouse_sensitivity
63         if event is InputEventMouseMotion:
64                 _camera_input_method = CAMERA_MOUSE_INPUT
65                 _camera_input_direction = event.screen_relative * mouse_sensitivity
66         elif event is InputEventJoypadMotion:
67                 _camera_input_method = CAMERA_JOYSTICK_INPUT
68                 _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
69                 _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
70
71
72 func _input(event: InputEvent):
73         if event.is_action_pressed("player_run"):
74                 _player_speed = jog_speed
75         elif event.is_action_released("player_run"):
76                 _player_speed = walk_speed
77         
78         if event.is_action_pressed("player_attack") and velocity.length() > jog_speed * .75:
79                 _player_speed = charge_speed
80
81
82 # Get the XZ input direction based on player's input relative to the camera
83 func _get_player_move_direction() -> Vector3:
84         var input_dir := Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
85         var forward := _camera.global_basis.z
86         var right := _camera.global_basis.x
87         var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
88         move_direction.y = 0
89         return move_direction
90
91
92 func _process_camera(delta: float) -> void:
93         # vertical camera rotation
94         _camera_pivot.rotation.x += _camera_input_direction.y * mouse_sensitivity_y * delta
95         _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
96
97         # horizontal camera rotation
98         _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta
99
100         # reset mouse movement vector if mouse input
101         if _camera_input_method == CAMERA_MOUSE_INPUT:
102                 _camera_input_direction = Vector2.ZERO
103
104
105 func _process_player_on_floor(delta: float):
106         var move_direction := _get_player_move_direction()
107         
108         # if we're not stuck, then it's okay to set the velocity
109         var floor_normal := move_direction.angle_to(get_floor_normal() * Vector3(1, 0, 1)) + 1
110         velocity = velocity.move_toward(move_direction * (_player_speed + 1 / floor_normal * 20), acceleration * delta)
111         var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
112         
113         # also, if we're moving, we're not idle
114         if move_direction.length() < 0.2:
115                 if velocity == Vector3.ZERO:
116                         _idle_time += delta
117         else:
118                 _last_movement_direction = move_direction
119                 _idle_time = 0.0
120
121         # if camera is unlocked, rotate whole skin to face movement direction
122         # else, rotate to face camera pivot global Y direction
123         var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
124         _skin.global_rotation.y = lerp_angle(
125                 _skin.global_rotation.y,
126                 skin_target_angle,
127                 rotation_speed * delta
128                 )
129         _skin.set_grounded_speed(movement_speed)
130         
131         # timescale tweaking for fun effect!
132         if movement_speed >= charge_speed * 0.75:
133                 _skin.set_timescale(2.0)
134                 
135                 # ignore objects when I'm going fast!
136                 set_collision_mask_value(3, false)
137         else:
138                 _skin.set_timescale(1.0)
139                 set_collision_mask_value(3, true)
140
141
142 func _process_player(delta: float) -> void:
143         if is_on_floor():
144                 _skin.set_grounded()
145                 _process_player_on_floor(delta)
146         else:
147                 _skin.set_falling()
148                 velocity += get_gravity() * air_speed * delta
149
150         # now actually move!
151         var movement_speed := velocity.length()
152         move_and_slide()
153         
154         # handle collisions 
155         for i in get_slide_collision_count():
156                 var c := get_slide_collision(i)
157                 if c.get_collider() is RigidBody3D:
158                         var col: RigidBody3D = c.get_collider()
159                         col.apply_central_impulse(-c.get_normal() * push_force * movement_speed / col.mass)