Starter-Kit-FPS/objects/player.gd

297 lines
7.1 KiB
GDScript

extends CharacterBody3D
@export_subgroup("Properties")
@export var movement_speed = 5
@export var jump_strength = 8
@export_subgroup("Weapons")
@export var weapons: Array[Weapon] = []
var weapon: Weapon
var weapon_index := 0
var mouse_sensitivity = 700
var gamepad_sensitivity := 0.075
var mouse_captured := true
var movement_velocity: Vector3
var rotation_target: Vector3
var input_mouse: Vector2
var health:int = 100
var gravity := 0.0
var previously_floored := false
var jump_single := true
var jump_double := true
var container_offset = Vector3(1.2, -1.1, -2.75)
var tween:Tween
signal health_updated
@onready var camera = $Head/Camera
@onready var raycast = $Head/Camera/RayCast
@onready var muzzle = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Muzzle
@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container
@onready var sound_footsteps = $SoundFootsteps
@onready var blaster_cooldown = $Cooldown
@export var crosshair:TextureRect
# Functions
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
weapon = weapons[weapon_index] # Weapon must never be nil
initiate_change_weapon(weapon_index)
func _process(delta):
# Handle functions
handle_controls(delta)
handle_gravity(delta)
# Movement
var applied_velocity: Vector3
movement_velocity = transform.basis * movement_velocity # Move forward
applied_velocity = velocity.lerp(movement_velocity, delta * 10)
applied_velocity.y = -gravity
velocity = applied_velocity
move_and_slide()
# Rotation
camera.rotation.z = lerp_angle(camera.rotation.z, -input_mouse.x * 25 * delta, delta * 5)
camera.rotation.x = lerp_angle(camera.rotation.x, rotation_target.x, delta * 25)
rotation.y = lerp_angle(rotation.y, rotation_target.y, delta * 25)
container.position = lerp(container.position, container_offset - (basis.inverse() * applied_velocity / 30), delta * 10)
# Movement sound
sound_footsteps.stream_paused = true
if is_on_floor():
if abs(velocity.x) > 1 or abs(velocity.z) > 1:
sound_footsteps.stream_paused = false
# Landing after jump or falling
camera.position.y = lerp(camera.position.y, 0.0, delta * 5)
if is_on_floor() and gravity > 1 and !previously_floored: # Landed
Audio.play("sounds/land.ogg")
camera.position.y = -0.1
previously_floored = is_on_floor()
# Falling/respawning
if position.y < -10:
get_tree().reload_current_scene()
# Mouse movement
func _input(event):
if event is InputEventMouseMotion and mouse_captured:
input_mouse = event.relative / mouse_sensitivity
rotation_target.y -= event.relative.x / mouse_sensitivity
rotation_target.x -= event.relative.y / mouse_sensitivity
func handle_controls(_delta):
# Mouse capture
if Input.is_action_just_pressed("mouse_capture"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mouse_captured = true
if Input.is_action_just_pressed("mouse_capture_exit"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mouse_captured = false
input_mouse = Vector2.ZERO
# Movement
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
movement_velocity = Vector3(input.x, 0, input.y).normalized() * movement_speed
# Rotation
var rotation_input := Input.get_vector("camera_right", "camera_left", "camera_down", "camera_up")
rotation_target -= Vector3(-rotation_input.y, -rotation_input.x, 0).limit_length(1.0) * gamepad_sensitivity
rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
# Shooting
action_shoot()
# Jumping
if Input.is_action_just_pressed("jump"):
if jump_single or jump_double:
Audio.play("sounds/jump_a.ogg, sounds/jump_b.ogg, sounds/jump_c.ogg")
if jump_double:
gravity = -jump_strength
jump_double = false
if(jump_single): action_jump()
# Weapon switching
action_weapon_toggle()
# Handle gravity
func handle_gravity(delta):
gravity += 20 * delta
if gravity > 0 and is_on_floor():
jump_single = true
gravity = 0
# Jumping
func action_jump():
gravity = -jump_strength
jump_single = false;
jump_double = true;
# Shooting
func action_shoot():
if Input.is_action_pressed("shoot"):
if !blaster_cooldown.is_stopped(): return # Cooldown for shooting
Audio.play(weapon.sound_shoot)
container.position.z += 0.25 # Knockback of weapon visual
camera.rotation.x += 0.025 # Knockback of camera
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
# Set muzzle flash position, play animation
muzzle.play("default")
muzzle.rotation_degrees.z = randf_range(-45, 45)
muzzle.scale = Vector3.ONE * randf_range(0.40, 0.75)
muzzle.position = container.position - weapon.muzzle_position
blaster_cooldown.start(weapon.cooldown)
# Shoot the weapon, amount based on shot count
for n in weapon.shot_count:
raycast.target_position.x = randf_range(-weapon.spread, weapon.spread)
raycast.target_position.y = randf_range(-weapon.spread, weapon.spread)
raycast.force_raycast_update()
if !raycast.is_colliding(): continue # Don't create impact when raycast didn't hit
var collider = raycast.get_collider()
# Hitting an enemy
if collider.has_method("damage"):
collider.damage(weapon.damage)
# Creating an impact animation
var impact = preload("res://objects/impact.tscn")
var impact_instance = impact.instantiate()
impact_instance.play("shot")
get_tree().root.add_child(impact_instance)
impact_instance.position = raycast.get_collision_point() + (raycast.get_collision_normal() / 10)
impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true)
# Toggle between available weapons (listed in 'weapons')
func action_weapon_toggle():
if Input.is_action_just_pressed("weapon_toggle"):
weapon_index = wrap(weapon_index + 1, 0, weapons.size())
initiate_change_weapon(weapon_index)
Audio.play("sounds/weapon_change.ogg")
# Initiates the weapon changing animation (tween)
func initiate_change_weapon(index):
weapon_index = index
tween = get_tree().create_tween()
tween.set_ease(Tween.EASE_OUT_IN)
tween.tween_property(container, "position", container_offset - Vector3(0, 1, 0), 0.1)
tween.tween_callback(change_weapon) # Changes the model
# Switches the weapon model (off-screen)
func change_weapon():
weapon = weapons[weapon_index]
# Step 1. Remove previous weapon model(s) from container
for n in container.get_children():
container.remove_child(n)
# Step 2. Place new weapon model in container
var weapon_model = weapon.model.instantiate()
container.add_child(weapon_model)
weapon_model.position = weapon.position
weapon_model.rotation_degrees = weapon.rotation
# Step 3. Set model to only render on layer 2 (the weapon camera)
for child in weapon_model.find_children("*", "MeshInstance3D"):
child.layers = 2
# Set weapon data
raycast.target_position = Vector3(0, 0, -1) * weapon.max_distance
crosshair.texture = weapon.crosshair
func damage(amount):
health -= amount
health_updated.emit(health) # Update health on HUD
if health < 0:
get_tree().reload_current_scene() # Reset when out of health