## Human-readable name for UI display
@export var display_name := ""
-## Ceiling for hit points
+## Ceiling for hit points.
@export var max_hit_points: float = 100.0
-## Ceiling for stamina points
+## Ceiling for stamina points.
@export var max_stamina_points: float = 100.0
-## Ceiling for energy points
+## Ceiling for energy points.
@export var max_energy_points: float = 100.0
-## Rate of stamina regeneration
+## Rate of stamina regeneration.
@export var stamina_regain_per_sec: float = 80.0
+
+@export_group("Camera")
+
+## Distance that the camera retreats from the player.
+## Mostly relevant for the player's own CameraHandler instance.
+@export_range(1.0, 10.0) var camera_distance := 4.0
+
## Remaps absolute input relative to current camera.
## Bad idea for robots, good idea for player control! [br]
## [br]
## TODO: Probably should be all managed by the InputHandler!
-@export var input_is_relative_to_camera: bool = false
+@export var camera_relative_input: bool = false
-## Current state name of the PlayerModel state machine. For debugging.
-var state_name := ""
+@export_group("Movement")
-## How long the player has been idle. Populated by the Idle state.
-var idle_time := 0.00
+## Rate of speed while walking.
+## Used to override the Walk state's default speed.
+@export var walk_speed := 5.0
-## Points to the last meaningful movement of the Player.
-var last_movement_vector: Vector3
+## Rate of acceleration while doing any sort of movement.
+## Used mostly by the Walk state.
+@export var acceleration := 20.0
-## For debugging. Records the floor normal.
-var floor_normal := Vector3.ZERO
+## Rate of rotation while turning.
+@export var rotation_speed := 10.0
-## For debugging. How much the immediate slope influences velocity.
-var ground_slope_input := 0.0
+## Vertical velocity limit for when a fall should trigger a hard landing.
+@export var fall_landing_limit := 3.0
+
+## Vertical velocity limit for when a fall should trigger a roll.
+@export var fall_roll_limit := 6.0
+
+
+@export_group("Combat")
+
+## The time window in seconds for player to escape subsequent hits.
+## Used by the Hit state.
+@export var hit_escape_window := 1.0
-@export_category("Instance")
+@export_group("Resources")
-## Current hit points
+## Current hit points.
@export var hit_points: float = 100.0
-## Current stamina points
+## Current stamina points.
@export var stamina_points: float = 100.0
-## Current energy points
+## Current energy points.
@export var energy_points: float = 0.0
+## Current state name of the PlayerModel state machine.
+## For debugging.
+var state_name := ""
+
+## How long the player has been idle.
+## Populated by the Idle state.
+var idle_time := 0.00
+
+## Points to the last meaningful movement of the Player.
+## Useful for debugging, movement, and targeting.
+var last_movement_vector: Vector3
+
+## Records the floor normal.
+## For debugging.
+var floor_normal := Vector3.ZERO
+
+## How much the immediate slope influences velocity.
+## For debugging.
+var ground_slope_input := 0.0
+
+
# onready
@onready var input: InputHandler = $Input
@onready var model: CharacterModel = $Model
func _physics_process(delta: float) -> void:
var input_pkt := input.get_player_input()
- if input_is_relative_to_camera:
+ if camera_relative_input:
cameraHandler.update(input_pkt, delta)
- cameraHandler.camera_distance = PlayerVariables.camera_distance + velocity.length() / 4
+ cameraHandler.camera_distance = camera_distance + velocity.length() / 4
input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera(
input_pkt.player_movement_direction
)
model.update(input_pkt, delta)
-
input_pkt.queue_free()