--- /dev/null
+extends Node3D
+class_name CameraHandler
+
+
+enum CameraInput {MOUSE, JOYSTICK}
+
+@export_range(1.0, 10.0) var camera_distance := 3.0
+@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
+
+
+var camera_input_method := CameraInput.MOUSE
+var camera_input_direction := Vector2.ZERO
+var player_input_direction := Vector2.ZERO
+
+
+@onready var _input: InputHandler = %Input
+@onready var _spring: SpringArm3D = $spring
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ _spring.spring_length = camera_distance
+
+
+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_camera_input_direction()
+ camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta: float) -> void:
+ # vertical camera rotation
+ rotation.x += camera_input_direction.y * mouse_sensitivity_y * delta
+ rotation.x = clamp(rotation.x, -PI / 6, PI / 3)
+
+ # horizontal camera rotation
+ 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
+ _spring.spring_length = lerp(
+ _spring.spring_length, camera_distance, delta
+ )
@export_group("Movement")
@export var walk_speed := 8.0
@export var dash_length := 10.0
-
@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 _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
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)
+ 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()
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()
+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
-[gd_scene load_steps=4 format=3 uid="uid://cchu1yltrhuk3"]
+[gd_scene load_steps=6 format=3 uid="uid://cchu1yltrhuk3"]
[ext_resource type="PackedScene" uid="uid://dvkx3t15l7mfb" path="res://skin/prototype_skin.tscn" id="1_4flbx"]
[ext_resource type="Script" uid="uid://dcv34jq0jett0" path="res://player/player.gd" id="1_onrkg"]
+[ext_resource type="Script" uid="uid://bspr3vafk6wi2" path="res://player/InputHandler.gd" id="3_g1dw6"]
+[ext_resource type="Script" uid="uid://c5mn28v6ujngk" path="res://player/CameraHandler.gd" id="3_yw30f"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_sh265"]
[node name="skin" parent="." instance=ExtResource("1_4flbx")]
unique_name_in_owner = true
-[node name="camera_pivot" type="Node3D" parent="."]
+[node name="CameraPivot" type="Node3D" parent="."]
unique_name_in_owner = true
+script = ExtResource("3_yw30f")
-[node name="spring" type="SpringArm3D" parent="camera_pivot"]
+[node name="spring" type="SpringArm3D" parent="CameraPivot"]
unique_name_in_owner = true
transform = Transform3D(-1, -2.99003e-08, 8.21505e-08, 0, 0.939693, 0.34202, -8.74228e-08, 0.34202, -0.939693, 0, 1.52762, 0)
spring_length = 3.0
-[node name="camera" type="Camera3D" parent="camera_pivot/spring"]
+[node name="camera" type="Camera3D" parent="CameraPivot/spring"]
unique_name_in_owner = true
+
+[node name="Input" type="Node" parent="."]
+unique_name_in_owner = true
+script = ExtResource("3_g1dw6")