]> Untitled Git - baabarian.git/blob - player/player.gd
Finished basic movement, collision, visuals
[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 jump_speed := 6.0
14 @export var rotation_speed := 10.0
15 @export var fall_speed := 1.2
16 @export var idle_timeout := 5.0
17 @export var hard_landing_limit := 10.0
18
19 @export_group("Physics")
20 @export var push_force := 1.5
21
22 @export_group("Camera")
23 @export_range(1.0, 10.0) var camera_distance := 2.5
24 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15
25 @export_range(0.0, 1.0) var mouse_sensitivity_x := 1.0
26 @export_range(0.0, 1.0) var mouse_sensitivity_y := 0.5
27 @export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0
28 @export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0
29
30
31 @onready var _debug: CanvasLayer = %debug
32 @onready var _camera_pivot: Node3D = %camera_pivot
33 @onready var _camera: Camera3D = %camera
34 @onready var _skin: AnimatedSkin = %skin
35
36 var _last_movement_direction := rotation
37 var _camera_input_direction := Vector2.ZERO
38
39 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
40 var _camera_input_method := CAMERA_MOUSE_INPUT
41
42 var _idle_time: float = 0.0
43 var _player_speed: float = walk_speed
44
45
46 func _ready() -> void:
47         $camera_pivot/SpringArm3D.spring_length = camera_distance
48         _debug.draw.add_vector(self, "velocity", 1, 1, Color(0,1,0,1))
49         _debug.draw.add_vector(self, "_last_movement_direction", 1, 1, Color(1,0,0,1))
50         _debug.stats.add_property(self, "velocity", "length")
51         _debug.stats.add_property(self, "_idle_time", "round")
52
53
54 func _physics_process(delta: float) -> void:
55         _process_camera(delta)
56         _process_player(delta)
57
58
59 func _unhandled_input(event: InputEvent) -> void:
60         # If user clicks on the window, capture the mouse and direct the camera with it
61         if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
62                 return
63
64                         #_camera_input_direction *= mouse_sensitivity
65         if event is InputEventMouseMotion:
66                 _camera_input_method = CAMERA_MOUSE_INPUT
67                 _camera_input_direction = event.screen_relative * mouse_sensitivity
68         elif event is InputEventJoypadMotion:
69                 _camera_input_method = CAMERA_JOYSTICK_INPUT
70                 _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
71                 _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
72
73
74 func _input(event: InputEvent):
75         if event.is_action_pressed("player_run"):
76                 _player_speed = jog_speed
77         elif event.is_action_released("player_run"):
78                 _player_speed = walk_speed
79         
80         if event.is_action_pressed("player_attack") and velocity.length() > jog_speed * .75:
81                 _player_speed = charge_speed
82
83
84 # Get the XZ input direction based on player's input relative to the camera
85 func _get_player_move_direction() -> Vector3:
86         var input_dir := Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
87         var forward := _camera.global_basis.z
88         var right := _camera.global_basis.x
89         var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
90         move_direction.y = 0
91         return move_direction
92
93
94 func _process_camera(delta: float) -> void:
95         # vertical camera rotation
96         _camera_pivot.rotation.x += _camera_input_direction.y * mouse_sensitivity_y * delta
97         _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
98
99         # horizontal camera rotation
100         _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta
101
102         # reset mouse movement vector if mouse input
103         if _camera_input_method == CAMERA_MOUSE_INPUT:
104                 _camera_input_direction = Vector2.ZERO
105
106
107 func _process_player_on_floor(delta: float):
108         var move_direction := _get_player_move_direction()
109         
110         # if we're not stuck, then it's okay to set the velocity
111         velocity = velocity.move_toward(move_direction * _player_speed, acceleration * delta)
112         var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
113         
114         # also, if we're moving, we're not idle
115         if move_direction.length() < 0.2:
116                 if velocity == Vector3.ZERO:
117                         _idle_time += delta
118         else:
119                 _last_movement_direction = move_direction
120                 _idle_time = 0.0
121
122         # if camera is unlocked, rotate whole skin to face movement direction
123         # else, rotate to face camera pivot global Y direction
124         var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
125         _skin.global_rotation.y = lerp_angle(
126                 _skin.global_rotation.y,
127                 skin_target_angle,
128                 rotation_speed * delta
129                 )
130         _skin.set_movement_speed(movement_speed)
131         
132         # timescale tweaking for fun effect!
133         if movement_speed >= charge_speed * 0.75:
134                 _skin.set_timescale(2.0)
135         else:
136                 _skin.set_timescale(1.0)
137
138
139 func _process_player(delta: float) -> void:
140         if is_on_floor():
141                 _process_player_on_floor(delta)
142         else:
143                 velocity += get_gravity() * air_speed * delta
144
145         # now actually move!
146         var movement_speed := velocity.length()
147         move_and_slide()
148         
149         # handle collisions 
150         for i in get_slide_collision_count():
151                 var c := get_slide_collision(i)
152                 if c.get_collider() is RigidBody3D:
153                         var col: RigidBody3D = c.get_collider()
154                         col.apply_central_impulse(-c.get_normal() * push_force * movement_speed / col.mass)