extends CharacterBody3D
class_name Player
-##########
-# settings
-##########
-@export_group("Movement")
-@export var walk_speed := 8.0
-@export var dash_length := 10.0
+@onready var _input: InputHandler = %Input
+@onready var _model: PlayerModel = %Model
-@export var air_speed := 3.0
-@export var acceleration := 30.0
-@export var rotation_speed := 10.0
-@export var idle_timeout := 5.0
-
-@export_group("Camera")
-@export_range(1.0, 10.0) var camera_distance := 2.0
-@export_range(0.0, 1.0) var mouse_sensitivity := 0.15
-@export_range(0.0, 1.0) var mouse_sensitivity_x := 1.0
-@export_range(0.0, 1.0) var mouse_sensitivity_y := 0.5
-@export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0
-@export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0
-
-######
-# init
-######
-
-@onready var _camera_pivot: Node3D = %camera_pivot
-@onready var _camera: Camera3D = %camera
-@onready var _camera_spring: SpringArm3D = %spring
-@onready var _skin: AnimatedSkin = %skin
-
-var _last_movement_direction := rotation
-var _floor_normal := Vector3.ONE
-var _ground_slope_input := 0.0
-var _camera_input_direction := Vector2.ZERO
-var _idle_time: float = 0.0
-var _player_speed: float = walk_speed
-
-enum CameraInput {MOUSE, JOYSTICK}
-var _camera_input_method := CameraInput.MOUSE
-
-
-func _ready() -> void:
- _camera_spring.spring_length = camera_distance
-
-
-
-#######
-# input
-#######
-
-func _unhandled_input(event: InputEvent) -> void:
- # If user clicks on the window, capture the mouse and direct the camera with it
- if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
- return
-
- #_camera_input_direction *= mouse_sensitivity
- if event is InputEventMouseMotion:
- _camera_input_method = CameraInput.MOUSE
- _camera_input_direction = event.screen_relative * mouse_sensitivity
- elif event is InputEventJoypadMotion:
- # TODO: add these settings!
- _camera_input_method = CameraInput.JOYSTICK
- _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
- _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
-
-
-func _input(event: InputEvent):
- if event.is_action_pressed("player-dash"):
- _skin.transition_dash()
- _player_dash()
- elif event.is_action_pressed("player-slash"):
- _skin.sword_visible()
- _skin.transition_slash()
- elif event.is_action_pressed("player-shoot"):
- _skin.gun_visible()
- _skin.transition_gunfire()
-
-
-##########
-# movement
-##########
func _physics_process(delta: float) -> void:
- _process_camera(delta)
- _process_player(delta)
-
-
-# Get the XZ input direction based on player's input relative to the camera
-func _get_player_move_direction() -> Vector3:
- var input_dir := Input.get_vector("player-left", "player-right", "player-forward", "player-backward")
- var forward := _camera.global_basis.z
- var right := _camera.global_basis.x
- var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
- move_direction.y = 0
- return move_direction
-
-
-func _process_camera(delta: float) -> void:
- # vertical camera rotation
- _camera_pivot.rotation.x += _camera_input_direction.y * mouse_sensitivity_y * delta
- _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
-
- # horizontal camera rotation
- _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta
-
- # reset mouse movement vector if mouse input
- if _camera_input_method == CameraInput.MOUSE:
- _camera_input_direction = Vector2.ZERO
-
- # change spring length depending on player speed
- _camera_spring.spring_length = lerp(
- _camera_spring.spring_length, camera_distance + velocity.length() / 4, delta
- )
-
-
-func _process_player_on_floor(delta: float):
- var move_direction := _get_player_move_direction()
-
- # if we're not stuck, then it's okay to set the velocity
- _floor_normal = get_floor_normal()
- _ground_slope_input = (PI / 2) - velocity.angle_to(_floor_normal)
- velocity = velocity.move_toward(
- move_direction * (_player_speed + _ground_slope_input * _player_speed),
- acceleration * delta
- )
- var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
-
- # also, if we're moving, we're not idle
- if move_direction.length() < 0.2:
- if velocity == Vector3.ZERO:
- _idle_time += delta
- else:
- _last_movement_direction = move_direction
- _idle_time = 0.0
-
- # if camera is unlocked, rotate whole skin to face movement direction
- var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
- _skin.global_rotation.y = lerp_angle(
- _skin.global_rotation.y,
- skin_target_angle,
- rotation_speed * delta
- )
-
- # lean into player momentum just a little bit
- _skin.rotation.z = lerp_angle(
- _skin.rotation.z,
- clamp(_last_movement_direction.signed_angle_to(velocity, Vector3.UP) * movement_speed * 0.08, -PI/4, PI/ 4),
- rotation_speed * delta * 0.25
- )
-
- # let skin know how fast player is moving along the ground
- _skin.set_walking_speed(movement_speed)
-
-
-func _process_player(delta: float) -> void:
- if is_on_floor():
- _process_player_on_floor(delta)
-
- if _idle_time > idle_timeout:
- _skin.transition_move()
- else:
- _skin.transition_move()
- else:
- _skin.transition_falling()
- velocity += get_gravity() * air_speed * delta
-
+ var input_pkt := _input.get_player_input()
+ velocity = _model.get_velocity_by_input(input_pkt, delta)
move_and_slide()
-
-#########
-# actions
-#########
-
-func _player_dash():
- if _last_movement_direction != Vector3.ZERO:
- var dash_local_pos = _last_movement_direction * dash_length
- # TODO: check if valid position, crop the vector to last valid position
- global_position += dash_local_pos