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Track Node3D objects instead of Vector3 so targets aren't static
[william-skin.git] / player / player.gd
1 class_name Player
2 extends CharacterBody3D
3
4 # signals
5 signal camera_lockon
6
7
8 # player settings
9 @export_group("Movement")
10 @export var walk_speed := 5.0
11 @export var jog_speed := 10.0
12 @export var air_speed := 3.0
13 @export var acceleration := 30.0
14 @export var jump_speed := 6.0
15 @export var rotation_speed := 10.0
16 @export var fall_speed := 1.2
17 @export var idle_timeout := 5.0
18 @export var hard_landing_limit := 10.0
19
20
21 @export_group("Camera")
22 @export_range(1.0, 10.0) var camera_distance := 2.0
23 @export_range(0.0, 100.0) var camera_lockon_radius := 40.0
24 @export_enum("locked", "unlocked") var camera_mode: String
25 @export_range(0.0, 50.0) var lockon_sensitivity := 0.2
26 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15
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 @export_group("Expressions")
32 @export_range(1.0, 100.0) var head_rotation_speed := 5.0
33
34
35 @onready var _camera_pivot: Node3D = $cameraPivot
36 @onready var _camera_spring: SpringArm3D = $cameraPivot/SpringArm3D
37 @onready var _camera: Camera3D = $cameraPivot/SpringArm3D/Camera3D
38 @onready var _skin: WilliamSkin = %WilliamSkin
39 @onready var _debug: CanvasLayer = %DebugOverlay
40
41
42 # class variables
43 var _player_speed := walk_speed
44 var _camera_input_direction := Vector2.ZERO
45 var _last_movement_direction := -rotation
46 var _idle_time := 0.0
47 var _camera_lockon_node: Node3D = null
48 var _lockon_direction: Vector3 = Vector3.ZERO
49 var _lockon_indicator_scene = load("res://ux/lockon_indicator.tscn")
50 var _lockon_instance: Node3D = _lockon_indicator_scene.instantiate()
51
52 var _head_track_target: Node3D = null
53 var _head_track_arr: Array[Node3D] = []
54
55 enum {LOCKON_LEFT, LOCKON_CENTER, LOCKON_RIGHT}
56 var _lockon_shift := LOCKON_CENTER
57
58 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
59 var _camera_input_method := CAMERA_MOUSE_INPUT
60
61 enum _states {FREE, POSING, TALKING}
62 var _player_state := _states.FREE
63
64
65 # inherited functions
66 func _ready() -> void:
67         _camera_spring.spring_length = camera_distance
68         
69         # debug
70         _debug.draw.add_vector(self, "velocity", 1, 3, Color(0,1,0,1))
71         _debug.draw.add_vector(self, "_lockon_direction", 1, 2, Color(1,0,0,1))
72         _debug.draw.add_vector(_camera_pivot, "rotation", 1, 3, Color(1,0,1,1))
73         _debug.draw.add_vector(self, "_last_movement_direction", 1, 3, Color(1,0,0,1))
74         
75         _debug.stats.add_property(self, "velocity", "")
76         _debug.stats.add_property(self, "_idle_time", "round")
77         _debug.stats.add_property(self, "_lockon_shift", "round")
78         _debug.stats.add_property(self, "_head_track_arr", "")
79         _debug.stats.add_property(self, "_head_track_target", "")
80
81
82 func _input(event: InputEvent) -> void:
83         if event.is_action_pressed("camera-lockon"):
84                 camera_lockon.emit()
85         elif event.is_action_pressed("player-run"):
86                 _player_speed = jog_speed
87         elif event.is_action_released("player-run"):
88                 _player_speed = walk_speed
89         elif event.is_action_pressed("player-pose"):
90                 _player_state = _states.POSING
91         elif event.is_action_released("player-pose"):
92                 _player_state = _states.FREE
93         elif event.is_action_pressed("player-action"):
94                 # TODO: contextual action
95                 if _player_state == _states.FREE:
96                         _player_state = _states.TALKING
97                         velocity = Vector3.ZERO
98                 elif _player_state == _states.TALKING:
99                         _player_state = _states.FREE
100
101
102 func _unhandled_input(event: InputEvent) -> void:
103         # If user clicks on the window, capture the mouse and direct the camera with it
104         if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
105                 return
106                 
107                 #_camera_input_direction *= mouse_sensitivity
108         if event is InputEventMouseMotion:
109                 _camera_input_method = CAMERA_MOUSE_INPUT
110                 _camera_input_direction = event.screen_relative * mouse_sensitivity
111         elif event is InputEventJoypadMotion:
112                 _camera_input_method = CAMERA_JOYSTICK_INPUT
113                 _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
114                 _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
115                 
116         if _camera_input_direction == Vector2.ZERO:
117                 _lockon_shift = LOCKON_CENTER
118
119
120 # class functions 
121 func _physics_process(delta: float) -> void:
122         _process_player(delta)
123         _process_camera(delta)
124
125
126 func is_camera_locked() -> bool:
127         return camera_mode == "locked"
128
129
130 func set_camera_lockon(arr: Array[Node]) -> void:
131         if _camera_lockon_node:
132                 _camera_lockon_node.remove_child(_lockon_instance)
133
134         if not is_camera_locked() or _lockon_shift != LOCKON_CENTER:
135                 # pick closest lockon point to center of camera view
136                 # must be within lockon radius
137                 var shortest_target_angle = _camera.fov / 360 * 2 * PI 
138                 for n: Node3D in arr:
139                         if _camera_lockon_node == n:
140                                 continue
141                                 
142                         var target_dir := _camera_pivot.global_position - n.global_position
143                         if target_dir.length() < camera_lockon_radius:
144                                 var target_angle = shortest_target_angle
145                                 if _lockon_shift == LOCKON_CENTER:
146                                         var camera_dir = _camera.global_position - _camera_pivot.global_position
147                                         target_angle = target_dir.angle_to(camera_dir)
148                                 else:
149                                         # check to make sure if lockon switch is a node to the left if player pressed left,
150                                         # else lockon switch to something to the right
151                                         target_angle = target_dir.signed_angle_to(_lockon_direction, Vector3.UP)
152                                         if _lockon_shift == LOCKON_RIGHT and target_angle <= 0:
153                                                 continue
154                                         if _lockon_shift == LOCKON_LEFT and target_angle >= 0:
155                                                 continue
156                                                 
157                                         target_angle = abs(target_angle)
158                                 if target_angle < shortest_target_angle:
159                                         shortest_target_angle = target_angle
160                                         _camera_lockon_node = n
161                 
162                 if _camera_lockon_node:
163                         _camera_lockon_node.add_child(_lockon_instance)
164                         camera_mode = "locked"
165         else:
166                 camera_mode = "unlocked"
167                 _camera_lockon_node = null
168                 _lockon_direction = Vector3.ZERO
169                 
170                 # TODO: move all skin stuff to its own reset function
171                 _skin.move_forward()
172                 _skin.set_hips_direction(0)
173                 
174                 # always reset shift to center!
175                 _lockon_shift = LOCKON_CENTER
176
177
178 func _process_camera(delta: float) -> void:
179         if not is_camera_locked():
180                 # vertical camera rotation
181                 _camera_pivot.rotation.x += _camera_input_direction.y * delta
182                 _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
183
184                 # horizontal camera rotation
185                 _camera_pivot.rotation.y -= _camera_input_direction.x * delta
186
187                 # reset mouse movement vector if mouse input
188                 if _camera_input_method == CAMERA_MOUSE_INPUT:
189                         _camera_input_direction = Vector2.ZERO
190         else:
191                 # camera should lerp to a set height
192                 _camera_pivot.rotation.x = lerp(_camera_pivot.rotation.x, 0.0, delta)
193                 _camera_pivot.rotation.z = lerp(_camera_pivot.rotation.z, 0.0, delta)
194                 
195                 # keep camera pivot pointed towards locked object
196                 if _camera_lockon_node:
197                         # calculate target vector between node position and player
198                         var lock_vector := _camera_pivot.global_position - _camera_lockon_node.global_position
199                         _lockon_direction = lock_vector
200                         lock_vector.y = 0
201                         var target_angle = Vector3.BACK.signed_angle_to(lock_vector, Vector3.UP)
202                         _camera_pivot.global_rotation.y = lerp_angle(_camera_pivot.global_rotation.y, target_angle, rotation_speed * delta)
203                                 
204                         # if player indicates right or left, emit lockon signal again to collect array and split it
205                         if _camera_input_direction.x < -lockon_sensitivity and _lockon_shift != LOCKON_LEFT:
206                                 _lockon_shift = LOCKON_LEFT
207                                 camera_lockon.emit()
208                         elif _camera_input_direction.x > lockon_sensitivity and _lockon_shift != LOCKON_RIGHT:
209                                 _lockon_shift = LOCKON_RIGHT
210                                 camera_lockon.emit()
211
212
213 # Get the XZ input direction based on player's input relative to the camera
214 func _get_player_move_direction() -> Vector3:
215         var input_dir := Input.get_vector("player-left", "player-right", "player-forward", "player-backward")
216         var forward := _camera.global_basis.z
217         var right := _camera.global_basis.x
218         var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
219         move_direction.y = 0
220         return move_direction
221
222
223 func _process_player_floor(move_direction: Vector3, delta: float) -> void:
224         # if player is landing, then just return
225         if _skin.current_state() == "landing":
226                 return
227         elif _skin.current_state() == "fall":
228                 if velocity.length() > hard_landing_limit:
229                         velocity = Vector3.ZERO
230                         _skin.landing()
231                         return
232                 else:
233                         _skin.move_forward()
234         
235         # if we're not stuck, then it's okay to set the velocity
236         velocity = velocity.move_toward(move_direction * _player_speed, acceleration * delta)   
237         
238         # if player jumps, then we're done
239         if Input.is_action_just_pressed("player-jump"):
240                 velocity.y = jump_speed
241                 _idle_time = 0.0
242                 _skin.jump()
243                 return
244
245         # also, if we're moving, we're not idle
246         # last movement direction required for skin orientation
247         if move_direction.length() < 0.2:
248                 if velocity == Vector3.ZERO:
249                         _idle_time += delta
250                 if _idle_time > idle_timeout:
251                         _skin.idle()
252                         return
253         else:
254                 _last_movement_direction = move_direction
255                 _idle_time = 0.0
256
257         # now handle skin rotation and animation
258         var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
259         _skin.movement_speed(movement_speed)
260         
261         # if camera is unlocked, rotate whole skin to face movement direction
262         # else, rotate to face camera pivot global Y direction
263         var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
264         
265         # lean into momentum just a little bit
266         _skin.rotation.z = lerp_angle(
267                 _skin.rotation.z,
268                 clamp(_last_movement_direction.signed_angle_to(velocity, Vector3.UP) * movement_speed * 0.08, -PI/4, PI/ 4),
269                 rotation_speed * delta * 0.25
270                 )
271
272         if not is_camera_locked():
273                 _skin.move_forward()
274                         
275                 _skin.global_rotation.y = lerp_angle(
276                         _skin.global_rotation.y, 
277                         skin_target_angle, 
278                         rotation_speed * delta
279                         )
280         else: # camera is locked
281                 var movement_angle := _skin.global_rotation.y - skin_target_angle
282                 if abs(movement_angle) < (PI / 2):
283                         _skin.move_forward()
284                 else:
285                         _skin.move_backward()
286                         
287                 _skin.global_rotation.y = lerp_angle(
288                         _skin.global_rotation.y, 
289                         _camera_pivot.global_rotation.y - PI, 
290                         rotation_speed * delta)
291                         
292                 # hips rotate towards the direction of movement
293                 # else hips rotate toward skin global Y direction
294                 # if moving backwards, then target_angle is inverted 
295                 if movement_speed > 0.1:
296                         var target_hips_dir := lerp_angle(
297                                         _skin.global_rotation.y + _skin.get_hips_direction(), 
298                                         skin_target_angle if abs(movement_angle) < (PI / 2) else (skin_target_angle - PI), 
299                                         rotation_speed * delta
300                                         ) - _skin.global_rotation.y
301                         _skin.set_hips_direction(target_hips_dir)
302                 else:
303                         _skin.set_hips_direction(lerp_angle(_skin.get_hips_direction(), 0, rotation_speed * delta))
304
305
306 func _process_player_falling(move_direction: Vector3, delta: float) -> void:
307         velocity += get_gravity() * fall_speed * delta
308         velocity += move_direction * air_speed * delta
309         _skin.fall()
310
311
312 func _process_player(delta: float) -> void:
313         var move_direction := _get_player_move_direction()
314
315         if is_on_floor():
316                 if _player_state == _states.POSING:
317                         _skin.pose()
318                 elif _player_state == _states.TALKING:
319                         _skin.talk()
320                 else:
321                         _process_player_floor(move_direction, delta)
322         else:
323                 _process_player_falling(move_direction, delta)
324         
325         move_and_slide()
326
327
328 # head tracking
329 # TODO: choose the closest head track thing to my position 
330 # tell skin to track it
331 func _pick_head_track_target() -> void:
332         if _head_track_arr.is_empty():
333                 _head_track_target = null
334                 _skin.set_head_target(null)
335                 _skin.set_eyes_target(null)
336         else:
337                 var target: Node3D = _head_track_arr.front()
338                 _head_track_target = target
339                 _skin.set_head_target(target)
340                 _skin.set_eyes_target(target)
341
342
343 # if we find a head tracking obj, add it to the array unless it's already there
344 func _on_head_turn_area_entered(area: Area3D) -> void:
345         for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
346                 var i = _head_track_arr.find(node)
347                 if i < 0:
348                         _head_track_arr.append(node)
349         _pick_head_track_target()
350
351
352 func _on_head_turn_area_exited(area: Area3D) -> void:
353         for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
354                 var i = _head_track_arr.find(node)
355                 if i >= 0:
356                         _head_track_arr.remove_at(i)
357         _pick_head_track_target()