Frame-of-Mind/src/base_scenes/PlayerController.gd

128 lines
4.8 KiB
GDScript

extends RigidBody
export (bool) var active: bool = true setget set_active
export (float, 0, 10) var max_speed: float = 3
export (float, 0, 10) var max_acceleration: float = 5
export (float, 0, 20) var damp: float = 10
export (float, 0.1, 1) var mouse_jerk:float = 0.5
export (float,10, 100) var gamepad_response = 50
export (float, 50, 500) var mouse_jerk_rejection = 200
export (float) var max_angle = 75
export (float) var camera_jitter_speed:float = 3
export (Vector3) var angular_jitter:Vector3 = Vector3(0.1, 0, 0.05)
export (Vector3) var angular_jitter_speed:Vector3 = Vector3(2, 1, 1)
export (Vector3) var location_jitter:Vector3 = Vector3(0.1, 0.1, 0.1)
export (Vector3) var location_jitter_speed:Vector3 = Vector3(3, 0.3, 1)
var loc_noise_spot: Vector3 = Vector3.ZERO
var rot_noise_spot: Vector3 = Vector3.ZERO
var noise:OpenSimplexNoise = OpenSimplexNoise.new()
var rotation_speed: Vector2 = Vector2.ZERO
var current_mouse_rotation: Vector2 = Vector2.ZERO
var mouse_sensitivity: Vector2 = Vector2(3, 3)
var crouched:bool = false
onready var yaw:Spatial = $Yaw
onready var pitch:Spatial = $Yaw/Pitch
onready var mount:Spatial = $Yaw/Pitch/Mount
onready var camera:Camera = $Yaw/Pitch/Mount/Camera
func set_active(activate):
if !is_inside_tree(): return
if activate:
camera.make_current()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
sleeping = active
func _ready():
if active:
set_active(active)
func _physics_process(delta:float):
_handle_movement(delta)
_handle_rotation(delta)
_handle_jitter(delta)
func _handle_movement(delta:float):
var input:Vector2 = Vector2(Input.get_action_strength("player_right") - Input.get_action_strength("player_left"),
Input.get_action_strength("player_backwards")*0.8 - Input.get_action_strength("player_forwards"))
if input.length()>1:
input = input.normalized()
var direction: Vector3 = Vector3(input.x, 0, input.y)
direction = yaw.global_transform.basis.x * direction.x + transform.basis.y * direction.y + yaw.global_transform.basis.z * direction.z
if linear_velocity.length() > (linear_velocity + (direction*max_speed - linear_velocity)).length():
direction = Vector3.ZERO
else:
direction *= (direction*max_speed - linear_velocity).length()*max_acceleration
linear_damp = damp * max(0.5, 1 - input.length())
apply_central_impulse(direction*delta)
func _handle_rotation(delta:float):
var smoothness = 60/Engine.get_frames_per_second()
var input_speed = Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_down")-Input.get_action_strength("look_up")) * gamepad_response
if current_mouse_rotation.length()>0:
input_speed = current_mouse_rotation
current_mouse_rotation = Vector2.ZERO
rotation_speed = rotation_speed * (1-mouse_jerk*smoothness) + input_speed * mouse_jerk * smoothness
if rotation_speed.y > 0 and pitch.rotation_degrees.x < 0:
rotation_speed.y *= 1-pow(pitch.rotation_degrees.x/-max_angle, 4)
elif rotation_speed.y < 0 and pitch.rotation_degrees.x > 0 :
rotation_speed.y *= 1-pow(pitch.rotation_degrees.x/max_angle, 4)
yaw.rotate_y(deg2rad(-rotation_speed.x * delta * mouse_sensitivity.x))
pitch.rotate_x(deg2rad(-rotation_speed.y * delta * mouse_sensitivity.y))
func _handle_jitter(delta):
loc_noise_spot += Vector3(delta * camera_jitter_speed * location_jitter_speed)
rot_noise_spot += Vector3(delta * camera_jitter_speed * angular_jitter_speed)
pitch.translation = Vector3(
noise.get_noise_1d(loc_noise_spot.x),
noise.get_noise_1d(loc_noise_spot.y),
noise.get_noise_1d(loc_noise_spot.z)
) * location_jitter
mount.rotation = Vector3(
noise.get_noise_1d(rot_noise_spot.x),
noise.get_noise_1d(rot_noise_spot.y),
noise.get_noise_1d(rot_noise_spot.z)
) * angular_jitter
func _handle_mouse_input(event:InputEventMouseMotion):
if event.relative.length() < mouse_jerk_rejection:
current_mouse_rotation = event.relative
func _unhandled_input(event:InputEvent):
if active:
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_input(event)
func _on_bed_enter(body):
if not crouched:
$PlayerAnimationPlayer.queue("crouch")
max_speed *= .5
crouched = true
func _on_bed_exited(body):
if crouched:
crouched = false
$PlayerAnimationPlayer.queue("stand_up")
yield($PlayerAnimationPlayer, "animation_finished")
max_speed *= 2