]> Untitled Git - frog-ninja.git/blobdiff - player/player.gd
Added CameraHandler, InputHandler
[frog-ninja.git] / player / player.gd
index d00302d27df62c58c8efece5016250bc22a871ac..ce43a7889bf43ee7ecae329a1fa3a9ce5be99f1e 100644 (file)
@@ -1,84 +1,45 @@
 extends CharacterBody3D
 class_name Player
 
+##########
+# settings
+##########
 
-# player settings
 @export_group("Movement")
-@export var walk_speed := 10.0
-
+@export var walk_speed := 8.0
+@export var dash_length := 10.0
 @export var air_speed := 3.0
-@export var acceleration := 50.0
+@export var acceleration := 30.0
 @export var rotation_speed := 10.0
 @export var idle_timeout := 5.0
-@export var hard_landing_limit := 10.0
-
-@export_group("Physics")
-@export var push_force := 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 _input: InputHandler = %Input
 @onready var _camera: Camera3D = %camera
-@onready var _camera_spring: SpringArm3D = %spring
 @onready var _skin: AnimatedSkin = %skin
 
-var _last_movement_direction := rotation
+var _last_movement_direction: Vector3 = rotation
 var _floor_normal := Vector3.ONE
 var _ground_slope_input := 0.0
-var _camera_input_direction := Vector2.ZERO
-
-enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
-var _camera_input_method := CAMERA_MOUSE_INPUT
-
 var _idle_time: float = 0.0
 var _player_speed: float = walk_speed
 
 
-func _ready() -> void:
-       _camera_spring.spring_length = camera_distance
-
+##########
+# movement
+##########
 
 func _physics_process(delta: float) -> void:
-       _process_camera(delta)
-       _process_player(delta)
-
-
-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 = CAMERA_MOUSE_INPUT
-               _camera_input_direction = event.screen_relative * mouse_sensitivity
-       elif event is InputEventJoypadMotion:
-               _camera_input_method = CAMERA_JOYSTICK_INPUT
-               _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()
-       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()
+       var input_pkt := _input.get_player_input()
+       velocity = _get_velocity_by_input(input_pkt, delta)
+       move_and_slide()
 
 
 # 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")
+func _get_player_move_direction(input_dir: Vector2) -> Vector3:
        var forward := _camera.global_basis.z
        var right := _camera.global_basis.x
        var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
@@ -86,73 +47,30 @@ func _get_player_move_direction() -> Vector3:
        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 == CAMERA_MOUSE_INPUT:
-               _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()
+func _get_velocity_by_input(input_pkt: InputPacket, delta: float) -> Vector3:
+       var new_velocity: Vector3 = velocity
        
-       # 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)
+               var move_dir := _get_player_move_direction(input_pkt.movement_direction)
                
-               if _idle_time > idle_timeout:
-                       _skin.transition_move()
-               else:
-                       _skin.transition_move()
+               # if we're not stuck, then it's okay to set the velocity
+               _floor_normal = get_floor_normal()
+               _ground_slope_input = (PI / 2) - new_velocity.angle_to(_floor_normal)
+               new_velocity = new_velocity.move_toward(
+                       move_dir * (_player_speed + _ground_slope_input * _player_speed),
+                       acceleration * delta
+                       )
        else:
-               _skin.transition_falling()
-               velocity += get_gravity() * air_speed * delta
+               new_velocity += get_gravity() * air_speed * delta
 
-       move_and_slide()
+       return new_velocity
+
+#########
+# 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