Files
academy2-game/scripts/modules/player_controls.gd
2022-01-09 02:40:04 +03:00

142 lines
4.2 KiB
GDScript3

extends AIScriptModule
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
var cam
var fps_cam
var motion = Vector2()
func init(tick):
var root = get_character(tick)
assert(root.has_meta("skeleton"))
var attack = false
var jump = false
var equipped = false
var vjump = Vector3()
func update(tick, delta):
if !controls.is_gui:
if !attack:
if Input.is_action_just_pressed("attack"):
attack = true
if !jump:
if Input.is_action_just_pressed("jump"):
jump = true
vjump = Vector3.UP * 10.0
return ERR_BUSY
func update_physics(tick, delta):
var orientation: Transform
var root = get_character(tick)
if !root.has_meta("cam"):
return
cam = root.get_meta("cam")
assert(cam)
fps_cam = root.get_meta("fps_cam")
assert(fps_cam)
var animtree = root.get_meta("animation_tree")
if !animtree:
return
if root.has_meta("orientation"):
orientation = root.get_meta("orientation")
if !orientation:
return
var running = false
assert(cam)
assert(fps_cam)
var motion_target = Vector2(Input.get_action_strength("walk_right") - Input.get_action_strength("walk_left"),
Input.get_action_strength("walk_front") - Input.get_action_strength("walk_back"))
motion = motion.linear_interpolate(motion_target, 10.0 * delta)
var xmotion = motion
xmotion.x = clamp(xmotion.x, -0.4, 0.4)
# if root.has_meta("group_behavior"):
# if motion_target.y < 0:
# behavior.destroy_group_behavior(root.get_meta("group_behavior"))
if !root.has_meta("vehicle") && !root.has_meta("cmdqueue") && !root.has_meta("group_behavior") && !root.has_meta("orchestrated"):
if Input.is_action_just_pressed("activate"):
markers.activate_marker()
if Input.is_action_pressed("run"):
running = true
var cam_z = Vector3()
var cam_x = Vector3()
if cam.current:
cam_z = cam.global_transform.basis.z
cam_x = cam.global_transform.basis.x
cam_z.y = 0
cam_z = cam_z.normalized()
cam_x.y = 0
cam_x = cam_x.normalized()
var target = cam_x * motion.x - cam_z * motion.y
if target.length() > 0.001 && cam.current:
var q_from = Quat(orientation.basis)
var q_to = Quat(Transform().looking_at(target, Vector3.UP).basis)
orientation.basis = Basis(q_from.slerp(q_to, delta * 10.0))
root.set_meta("orientation", orientation)
var fwd_probe = characters.forward_probe(root, 0.5, 0.05, 1.0, 0.1)
if fwd_probe > 0.1 && fwd_probe < 0.7:
var cmdq = []
if root.has_meta("cmdqueue"):
cmdq = root.get_meta("cmdqueue")
cmdq.push_back(["climb", "1"])
root.set_meta("cmdqueue", cmdq)
if jump:
root.move_and_slide(vjump, Vector3(0.0, 1.0, 0.0), true, 4, 0.785, false)
vjump *= (1.0 - delta)
if vjump.length_squared() <= 0.0:
jump = false
if attack:
if !equipped:
var skel = root.get_meta("skeleton")
var wslot = skel.get_node("wrist_r/weapon_right")
wslot.set_meta("owner", root)
inventory.equip(wslot, "s_dagger")
equipped = true
combat.emit_signal("event", "about_to_attack", [root])
animtree["parameters/state/playback"].travel("attack-melee1")
attack = false
else:
animtree["parameters/state/playback"].travel("locomotion")
var strafing = 0
var linear = 0
if fps_cam.current:
strafing = motion.x
linear = motion.y
else:
strafing = 0
linear = motion.length()
if running:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 3.0, strafing * 2.0)
else:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 0.5, strafing)
elif root.has_meta("vehicle"):
if Input.is_action_just_pressed("activate"):
markers.activate_marker()
var vehicle: VehicleBody = root.get_meta("vehicle")
if vehicle.has_meta("driver"):
var driver = vehicle.get_meta("driver")
if driver == root:
if vehicle.parked:
vehicle.parked = false
vehicle.mode = vehicle.MODE_RIGID
if abs(xmotion.y) < 0.001:
vehicle.brake = 1000
vehicle.steering = -xmotion.x * 0.7
else:
vehicle.brake = 0
if vehicle.linear_velocity.length() < 16.6:
vehicle.engine_force = 4000 * xmotion.y
else:
vehicle.engine_force = 500 * xmotion.y
var accel = vehicle.angular_velocity * 350.0 * delta
vehicle.steering = -xmotion.x * 0.7
return ERR_BUSY