extends RigidBody # member variables const ANIM_FLOOR = 0 const ANIM_AIR_UP = 1 const ANIM_AIR_DOWN = 2 const SHOOT_TIME = 1.5 const SHOOT_SCALE = 2 const CHAR_SCALE = Vector3(0.3, 0.3, 0.3) var facing_dir = Vector3(1, 0, 0) var movement_dir = Vector3() var jumping=false var turn_speed = 40 var keep_jump_inertia = true var air_idle_deaccel = false var accel = 19.0 var deaccel = 14.0 var sharp_turn_threshhold = 140 var max_speed = 3.1 var on_floor = false var prev_shoot = false var last_floor_velocity = Vector3() var shoot_blend = 0 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): var n = p_target # normal var t = n.cross(current_gn).normalized() var x = n.dot(p_facing) var y = t.dot(p_facing) var ang = atan2(y,x) if (abs(ang) < 0.001): # too small return p_facing var s = sign(ang) ang = ang*s var turn = ang*p_adjust_rate*p_step var a if (ang < turn): a = ang else: a = turn ang = (ang - a)*s return (n*cos(ang) + t*sin(ang))*p_facing.length() func _integrate_forces(state): var lv = state.get_linear_velocity() # linear velocity var g = state.get_total_gravity() var delta = state.get_step() # var d = 1.0 - delta*state.get_total_density() # if (d < 0): # d = 0 lv += g*delta # apply gravity var anim = ANIM_FLOOR var up = -g.normalized() # (up is against gravity) var vv = up.dot(lv) # vertical velocity var hv = lv - up*vv # horizontal velocity var hdir = hv.normalized() # horizontal direction var hspeed = hv.length() # horizontal speed var floor_velocity var onfloor = false if (state.get_contact_count() == 0): floor_velocity = last_floor_velocity else: for i in range(state.get_contact_count()): if (state.get_contact_local_shape(i) != 1): continue onfloor = true floor_velocity = state.get_contact_collider_velocity_at_pos(i) break var dir = Vector3() # where does the player intend to walk to var cam_xform = get_node("target/camera").get_global_transform() if (Input.is_action_pressed("move_forward")): dir += -cam_xform.basis[2] if (Input.is_action_pressed("move_backwards")): dir += cam_xform.basis[2] if (Input.is_action_pressed("move_left")): dir += -cam_xform.basis[0] if (Input.is_action_pressed("move_right")): dir += cam_xform.basis[0] var jump_attempt = Input.is_action_pressed("jump") var shoot_attempt = Input.is_action_pressed("shoot") var target_dir = (dir - up*dir.dot(up)).normalized() if (onfloor): var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold if (dir.length() > 0.1 and !sharp_turn): if (hspeed > 0.001): #linear_dir = linear_h_velocity/linear_vel #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit))) # brake = true #else hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up) facing_dir = hdir else: hdir = target_dir if (hspeed < max_speed): hspeed += accel*delta else: hspeed -= deaccel*delta if (hspeed < 0): hspeed = 0 hv = hdir*hspeed var mesh_xform = get_node("Armature").get_transform() var facing_mesh = -mesh_xform.basis[0].normalized() facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized() facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up) var m3 = Matrix3(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE) get_node("Armature").set_transform(Transform(m3, mesh_xform.origin)) if (not jumping and jump_attempt): vv = 7.0 jumping = true get_node("sfx").play("jump") else: if (vv > 0): anim = ANIM_AIR_UP else: anim = ANIM_AIR_DOWN var hs if (dir.length() > 0.1): hv += target_dir*(accel*0.2)*delta if (hv.length() > max_speed): hv = hv.normalized()*max_speed else: if (air_idle_deaccel): hspeed = hspeed - (deaccel*0.2)*delta if (hspeed < 0): hspeed = 0 hv = hdir*hspeed if (jumping and vv < 0): jumping = false lv = hv + up*vv if (onfloor): movement_dir = lv #lv += floor_velocity last_floor_velocity = floor_velocity else: if (on_floor) : #if (keep_jump_inertia): # lv += last_floor_velocity pass last_floor_velocity = Vector3() movement_dir = lv on_floor = onfloor state.set_linear_velocity(lv) if (shoot_blend > 0): shoot_blend -= delta*SHOOT_SCALE if (shoot_blend < 0): shoot_blend = 0 if (shoot_attempt and not prev_shoot): shoot_blend = SHOOT_TIME var bullet = preload("res://bullet.scn").instance() bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized()) get_parent().add_child(bullet) bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20) PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet get_node("sfx").play("shoot") prev_shoot = shoot_attempt if (onfloor): get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed) get_node("AnimationTreePlayer").transition_node_set_current("state", anim) get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0)) # state.set_angular_velocity(Vector3()) func _ready(): # Initalization here get_node("AnimationTreePlayer").set_active(true)