enforce static typing

This commit is contained in:
anyreso 2024-04-19 06:19:21 +00:00 committed by Squinty
parent 675974150f
commit 20eb9824cd
36 changed files with 271 additions and 374 deletions

View file

@ -3,23 +3,23 @@ class_name Vanguard extends Node
@export var spine_ik_target_attachment : Node3D
@onready var animation_tree : AnimationTree = $AnimationTree
@onready var spine_ik = $Node/Skeleton3D/SpineIK
@onready var spine_ik_target = $SpineIKTarget
@onready var spine_ik : SkeletonIK3D = $Node/Skeleton3D/SpineIK
@onready var spine_ik_target : Node3D = $SpineIKTarget
enum GroundState { GROUND_STATE_GROUNDED, GROUND_STATE_MID_AIR, GROUND_STATE_DEAD }
func _ready():
func _ready() -> void:
spine_ik.start()
func _process(_delta):
func _process(_delta : float) -> void:
spine_ik_target.global_transform = spine_ik_target_attachment.global_transform
func set_locomotion(locomotion : Vector2, ground_speed_factor : float) -> void:
animation_tree.set("parameters/Locomotion/blend_position", locomotion)
animation_tree.set("parameters/GroundSpeed/scale", ground_speed_factor)
func set_ground_state(ground_state : GroundState):
var transition_name = "grounded"
func set_ground_state(ground_state : GroundState) -> void:
var transition_name : String = "grounded"
if ground_state == GroundState.GROUND_STATE_MID_AIR:
transition_name = "mid_air"
if ground_state == GroundState.GROUND_STATE_DEAD:

View file

@ -2,9 +2,9 @@
[ext_resource type="PackedScene" uid="uid://4naw661fqmjg" path="res://entities/player/assets/vanguard.glb" id="1_d2ik6"]
[ext_resource type="Script" path="res://entities/player/assets/vanguard.gd" id="2_c22xr"]
[ext_resource type="PackedScene" uid="uid://clq4uym4arpv3" path="res://weapons/space_gun/assets/SpaceGun.glb" id="2_elp0s"]
[ext_resource type="PackedScene" uid="uid://clq4uym4arpv3" path="res://entities/weapons/space_gun/assets/SpaceGun.glb" id="3_1d68x"]
[sub_resource type="Animation" id="Animation_a1qf3"]
[sub_resource type="Animation" id="Animation_mhn14"]
resource_name = "t_pose"
length = 0.0333333
tracks/0/type = "position_3d"
@ -379,7 +379,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.354872, -0.0338185, -0.004324, 0.934293)
[sub_resource type="Animation" id="Animation_e1ctx"]
[sub_resource type="Animation" id="Animation_qqdab"]
resource_name = "run_left"
length = 0.5
loop_mode = 1
@ -755,7 +755,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_rxqgf"]
[sub_resource type="Animation" id="Animation_q80px"]
resource_name = "jump_up"
length = 0.533333
tracks/0/type = "position_3d"
@ -1130,7 +1130,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_4kiku"]
[sub_resource type="Animation" id="Animation_nq3cu"]
resource_name = "idle"
length = 2.1
loop_mode = 1
@ -1506,7 +1506,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_x1sal"]
[sub_resource type="Animation" id="Animation_wavlm"]
resource_name = "run_backward"
length = 0.5
loop_mode = 1
@ -1882,7 +1882,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_te6dm"]
[sub_resource type="Animation" id="Animation_px8go"]
resource_name = "run_forward"
length = 0.5
loop_mode = 1
@ -2258,7 +2258,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_i0yri"]
[sub_resource type="Animation" id="Animation_3t7lf"]
resource_name = "run_right"
length = 0.5
loop_mode = 1
@ -2634,7 +2634,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_m6nqq"]
[sub_resource type="Animation" id="Animation_cwvpf"]
resource_name = "death"
length = 2.83333
tracks/0/type = "position_3d"
@ -3009,7 +3009,7 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="Animation" id="Animation_tgrrp"]
[sub_resource type="Animation" id="Animation_iawti"]
resource_name = "jump_loop"
loop_mode = 1
tracks/0/type = "position_3d"
@ -3384,17 +3384,17 @@ tracks/52/interp = 1
tracks/52/loop_wrap = true
tracks/52/keys = PackedFloat32Array(0, 1, 0.624011, -9.44547e-08, 0.04919, 0.779865)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_jf6yk"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_cfog3"]
_data = {
"death": SubResource("Animation_m6nqq"),
"idle": SubResource("Animation_4kiku"),
"jump": SubResource("Animation_tgrrp"),
"jump_up": SubResource("Animation_rxqgf"),
"run_backward": SubResource("Animation_x1sal"),
"run_forward": SubResource("Animation_te6dm"),
"run_left": SubResource("Animation_e1ctx"),
"run_right": SubResource("Animation_i0yri"),
"t_pose": SubResource("Animation_a1qf3")
"death": SubResource("Animation_cwvpf"),
"idle": SubResource("Animation_nq3cu"),
"jump": SubResource("Animation_iawti"),
"jump_up": SubResource("Animation_q80px"),
"run_backward": SubResource("Animation_wavlm"),
"run_forward": SubResource("Animation_px8go"),
"run_left": SubResource("Animation_qqdab"),
"run_right": SubResource("Animation_3t7lf"),
"t_pose": SubResource("Animation_mhn14")
}
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_lw37l"]
@ -3477,15 +3477,15 @@ node_connections = [&"Death", 0, &"Death 2", &"GroundSpeed", 0, &"Locomotion", &
script = ExtResource("2_c22xr")
[node name="Skeleton3D" parent="Node" index="0"]
bones/0/position = Vector3(-0.0110252, 0.984399, 0.0113551)
bones/0/rotation = Quaternion(-0.0346631, -0.421473, -0.031884, 0.905617)
bones/2/rotation = Quaternion(0.00115413, 0.00432654, 0.00309339, 0.999985)
bones/4/rotation = Quaternion(0.0693399, 0.00506471, 0.0139101, 0.997483)
bones/6/rotation = Quaternion(0.159577, 0.00861707, 0.0109217, 0.987087)
bones/8/rotation = Quaternion(0.687877, -0.396941, 0.388779, 0.467026)
bones/10/rotation = Quaternion(0.244437, -0.0824007, -0.28381, 0.923533)
bones/12/rotation = Quaternion(0.0818169, 0.211072, -0.754901, 0.615531)
bones/14/rotation = Quaternion(0.0191213, 0.0755681, -0.152771, 0.985183)
bones/0/position = Vector3(-0.00173, 0.968097, 0.0102844)
bones/0/rotation = Quaternion(-0.0376647, -0.435369, -0.0400344, 0.898573)
bones/2/rotation = Quaternion(0.00816777, 0.00677155, 0.00042395, 0.999944)
bones/4/rotation = Quaternion(0.0731821, 0.00505516, 0.0168974, 0.997163)
bones/6/rotation = Quaternion(0.168044, 0.010812, 0.0113512, 0.985655)
bones/8/rotation = Quaternion(0.687995, -0.407168, 0.399605, 0.448546)
bones/10/rotation = Quaternion(0.232583, -0.0669989, -0.309712, 0.919508)
bones/12/rotation = Quaternion(0.0848093, 0.214035, -0.748836, 0.621483)
bones/14/rotation = Quaternion(0.0439883, 0.072675, -0.153509, 0.984489)
bones/20/rotation = Quaternion(-0.123455, 0.0248346, 0.23344, 0.964183)
bones/24/rotation = Quaternion(0.0450683, -0.000817796, 0.0508488, 0.997689)
bones/26/rotation = Quaternion(0.100545, -1.16532e-07, 0.00792588, 0.994901)
@ -3499,12 +3499,12 @@ bones/44/rotation = Quaternion(0.633142, 6.48257e-09, 0.04991, 0.772425)
bones/50/rotation = Quaternion(0.729888, -4.88266e-08, 0.0575362, 0.681141)
bones/52/rotation = Quaternion(0.624011, -9.63141e-08, 0.04919, 0.779865)
bones/54/rotation = Quaternion(-1.18924e-16, 2.81961e-21, -4.50738e-10, 1)
bones/56/rotation = Quaternion(-0.024556, 0.0446797, -0.0067562, 0.998677)
bones/58/rotation = Quaternion(-0.009168, 0.301287, -0.0413145, 0.952594)
bones/62/rotation = Quaternion(0.693486, 0.36321, -0.399714, 0.476848)
bones/64/rotation = Quaternion(0.33601, -0.304998, 0.117904, 0.883274)
bones/66/rotation = Quaternion(0.562383, -0.570974, 0.40924, 0.436162)
bones/68/rotation = Quaternion(-0.00653908, -0.261386, 0.0645819, 0.963049)
bones/56/rotation = Quaternion(-0.027387, 0.0477242, -0.0102335, 0.998433)
bones/58/rotation = Quaternion(-0.0272967, 0.307174, -0.0493656, 0.94998)
bones/62/rotation = Quaternion(0.693539, 0.362122, -0.415845, 0.463622)
bones/64/rotation = Quaternion(0.324204, -0.30741, 0.122213, 0.886259)
bones/66/rotation = Quaternion(0.570764, -0.560023, 0.419045, 0.430121)
bones/68/rotation = Quaternion(-0.0159497, -0.258891, 0.0744964, 0.962897)
bones/70/rotation = Quaternion(0.155965, 0.0109114, -0.00107202, 0.987702)
bones/72/rotation = Quaternion(0.563923, 4.19095e-08, -0.0577906, 0.823803)
bones/74/rotation = Quaternion(0.285209, 0.0197164, -0.0936782, 0.953673)
@ -3521,21 +3521,21 @@ bones/100/rotation = Quaternion(-6.44756e-14, -1.4372e-11, -3.12192e-10, 1)
bones/102/rotation = Quaternion(0.179829, 0.0890365, -0.000307644, 0.97966)
bones/104/rotation = Quaternion(0.388149, 1.28057e-07, -0.0397774, 0.920738)
bones/106/rotation = Quaternion(0.372324, -1.37021e-07, -0.0381557, 0.927318)
bones/110/rotation = Quaternion(-0.116972, 0.113122, 0.979413, 0.119461)
bones/112/rotation = Quaternion(-0.344137, -0.000622203, -0.00428585, 0.93891)
bones/114/rotation = Quaternion(0.449077, 0.0417981, -0.0071573, 0.892486)
bones/116/rotation = Quaternion(0.424844, 0.0902863, 0.0296051, 0.900266)
bones/120/rotation = Quaternion(0.102629, 0.24689, 0.953163, -0.141395)
bones/122/rotation = Quaternion(-0.324519, -0.0831649, 0.0282907, 0.941791)
bones/124/rotation = Quaternion(0.40683, -0.0639519, -0.00334525, 0.911257)
bones/126/rotation = Quaternion(0.33772, -0.0673337, -0.0175452, 0.938671)
bones/110/rotation = Quaternion(-0.0838619, 0.187447, 0.974965, 0.0852912)
bones/112/rotation = Quaternion(-0.467849, 0.0166342, -0.0112761, 0.88358)
bones/114/rotation = Quaternion(0.449729, 0.0515854, 0.00300445, 0.891669)
bones/116/rotation = Quaternion(0.372768, 0.0597713, 0.0286748, 0.925553)
bones/120/rotation = Quaternion(0.122412, 0.250244, 0.948794, -0.148942)
bones/122/rotation = Quaternion(-0.341409, -0.0816528, 0.0267745, 0.935979)
bones/124/rotation = Quaternion(0.404856, -0.0684155, -0.00791205, 0.911783)
bones/126/rotation = Quaternion(0.379454, -0.0779287, -0.0184118, 0.921739)
[node name="HandAttachment" type="BoneAttachment3D" parent="Node/Skeleton3D" index="0"]
transform = Transform3D(-0.173147, 0.0543575, 0.983395, 0.931783, 0.332502, 0.14568, -0.319062, 0.941535, -0.108221, -0.250617, 1.17554, 0.101266)
transform = Transform3D(-0.174592, 0.0530693, 0.98321, 0.930948, 0.334134, 0.147277, -0.320708, 0.94103, -0.107742, -0.243063, 1.16434, 0.0953343)
bone_name = "mixamorigRightHand"
bone_idx = 14
[node name="SpaceGun" parent="Node/Skeleton3D/HandAttachment" index="0" instance=ExtResource("2_elp0s")]
[node name="SpaceGun" parent="Node/Skeleton3D/HandAttachment" index="0" instance=ExtResource("3_1d68x")]
transform = Transform3D(-0.0109711, 0.094734, -0.0300857, -0.00595679, 0.0295874, 0.095337, 0.0992177, 0.0122517, 0.00239707, -0.173344, 0.519761, 0.10355)
[node name="SpineIK" type="SkeletonIK3D" parent="Node/Skeleton3D" index="3"]
@ -3551,7 +3551,7 @@ playback_default_blend_time = 0.2
[node name="AnimationTree" type="AnimationTree" parent="." index="2"]
libraries = {
"": SubResource("AnimationLibrary_jf6yk")
"": SubResource("AnimationLibrary_cfog3")
}
tree_root = SubResource("AnimationNodeBlendTree_1ok7t")
anim_player = NodePath("../AnimationPlayer")

View file

@ -32,7 +32,7 @@ enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
@export var jetpack_vertical_force : float = 800
@export_group("State")
@export var player_state = PlayerState.PLAYER_ALIVE
@export var player_state : PlayerState = PlayerState.PLAYER_ALIVE
@export var player_id : int = 1:
set(id):
player_id = id
@ -41,26 +41,26 @@ enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
@onready var input : PlayerInput = $PlayerInput
@onready var camera : Camera3D = $SpringArm3D/Camera3D
@onready var hud = $HUD
@onready var iff = $ThirdPerson/IFF
@onready var hud : CanvasLayer = $HUD
@onready var iff : Node2D = $ThirdPerson/IFF
@onready var shape_cast : ShapeCast3D = $ShapeCast3D
@onready var weapon = $SpringArm3D/Inventory/SpaceGun
@onready var weapon : Node3D = $SpringArm3D/Inventory/SpaceGun
@onready var animation_player : AnimationPlayer = $AnimationPlayer
@onready var health_component = $HealthComponent
@onready var health_component : Area3D = $HealthComponent
@onready var flag_carry_component : FlagCarryComponent = $FlagCarryComponent
@onready var spring_arm_height = $SpringArm3D.position.y
@onready var spring_arm_height : float = $SpringArm3D.position.y
@onready var _original_weapon_transform : Transform3D = weapon.transform
@onready var flag_carry_attachment = $SpringArm3D/FlagCarryAttachment
@onready var _game_settings : GameSettings = get_node("/root/GlobalSettings")
@onready var flag_carry_attachment : Node3D = $SpringArm3D/FlagCarryAttachment
@onready var _game_settings : Settings = get_node("/root/GlobalSettings")
signal died(player)
signal energy_changed(energy)
signal died(player : Player)
signal energy_changed(energy : float)
var g : float = ProjectSettings.get_setting("physics/3d/default_gravity") # in m/s²
var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
var _jumping = false
var _jumping : bool = false
func _ready():
func _ready() -> void:
energy_changed.connect(hud._on_energy_changed)
if _is_pawn():
health_component.health_changed.connect(hud._on_health_changed)
@ -79,15 +79,15 @@ func _ready():
input.jumped.connect(_jump)
input.throwed_flag.connect(_throw_flag)
func _is_pawn():
func _is_pawn() -> bool:
return player_id == multiplayer.get_unique_id()
func _fire_primary():
func _fire_primary() -> void:
if _is_player_dead():
return
if not weapon.can_fire():
return
var current_weapon_transform = weapon.transform
var current_weapon_transform : Transform3D = weapon.transform
weapon.transform = _original_weapon_transform
weapon.fire_primary()
weapon.transform = current_weapon_transform
@ -95,18 +95,18 @@ func _fire_primary():
animation_player.stop()
animation_player.play("shoot")
func _jump():
func _jump() -> void:
if _is_player_dead():
return
_jumping = true
func _throw_flag():
func _throw_flag() -> void:
flag_carry_component.throw(linear_velocity)
func is_on_floor() -> bool:
if shape_cast.is_colliding():
for i in shape_cast.get_collision_count():
var collider = shape_cast.get_collider(i)
var collider : Object = shape_cast.get_collider(i)
if collider is Terrain3D:
return true
return false
@ -114,15 +114,15 @@ func is_on_floor() -> bool:
func _is_skiing() -> bool:
return input.skiing
func _handle_aerial_control(direction):
func _handle_aerial_control(direction : Vector3) -> void:
if not input.jetting and not is_on_floor():
apply_force(direction * aerial_control_force)
func _handle_jetpack(delta, direction):
func _handle_jetpack(delta : float, direction : Vector3) -> void:
if input.jetting:
if energy > 0:
var up_vector = Vector3.UP * jetpack_vertical_force * jetpack_force_factor
var side_vector = direction * jetpack_horizontal_force * jetpack_force_factor
var up_vector : Vector3 = Vector3.UP * jetpack_vertical_force * jetpack_force_factor
var side_vector : Vector3 = direction * jetpack_horizontal_force * jetpack_force_factor
apply_force(up_vector + side_vector)
energy -= energy_drain_rate * delta
else:
@ -131,7 +131,7 @@ func _handle_jetpack(delta, direction):
energy = clamp(energy, 0, energy_max)
energy_changed.emit(energy)
func _process(_delta):
func _process(_delta : float) -> void:
if _is_player_dead():
iff.hide()
return
@ -146,11 +146,11 @@ func _process(_delta):
animation_player.play("idle")
%SpringArm3D.global_transform.basis = Basis.from_euler(Vector3(input.camera_rotation.y, input.camera_rotation.x, 0.0))
func _physics_process(delta):
func _physics_process(delta : float) -> void:
# retrieve user's direction vector
var _input_dir = input.direction
var _input_dir : Vector2 = input.direction
# compute direction in local space
var _direction = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
var _direction : Vector3 = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
_update_third_person_animations()
if _is_player_dead():
@ -171,9 +171,9 @@ func _physics_process(delta):
if is_on_floor():
if not _direction.is_zero_approx() and not _is_skiing():
# retrieve collision normal
var normal = shape_cast.get_collision_normal(0)
var normal : Vector3 = shape_cast.get_collision_normal(0)
# calculate the angle between the ground normal and the up vector
var slope_angle = rad_to_deg(acos(normal.dot(Vector3.UP)))
var slope_angle : float = rad_to_deg(acos(normal.dot(Vector3.UP)))
# check if the slope angle exceeds the maximum slope angle
if slope_angle <= max_floor_angle:
# adjust direction based on the floor normal to align with the slope
@ -181,14 +181,14 @@ func _physics_process(delta):
linear_velocity = lerp(linear_velocity, _direction * ground_speed, .1)
func _integrate_forces(_state):
func _integrate_forces(_state : PhysicsDirectBodyState3D) -> void:
if is_on_floor() and _jumping:
var v = sqrt(2 * g * jump_height)
var v : float = sqrt(2 * g * jump_height)
apply_central_impulse(Vector3(0, mass * v, 0))
_jumping = false
func _update_third_person_animations():
func _update_third_person_animations() -> void:
if _is_pawn():
return
@ -202,21 +202,21 @@ func _update_third_person_animations():
tp_player.set_ground_state(Vanguard.GroundState.GROUND_STATE_GROUNDED)
else:
tp_player.set_ground_state(Vanguard.GroundState.GROUND_STATE_MID_AIR)
var local_velocity = (tp_player.global_basis.inverse() * linear_velocity)
var local_velocity : Vector3 = (tp_player.global_basis.inverse() * linear_velocity)
const bias : float = 1.2 # Basically match feet speed with ground speed
tp_player.set_locomotion(Vector2(local_velocity.x, local_velocity.z), bias)
func _is_player_dead():
func _is_player_dead() -> bool:
return player_state == PlayerState.PLAYER_DEAD
func die():
func die() -> void:
player_state = PlayerState.PLAYER_DEAD
if _is_pawn():
animation_player.stop()
animation_player.play("death")
var tween = create_tween()
var tween : Tween = create_tween()
tween.tween_interval(4)
tween.tween_callback(func():
tween.tween_callback(func() -> void:
died.emit(self)
if _is_pawn():
animation_player.stop()
@ -224,10 +224,10 @@ func die():
flag_carry_component.drop()
@rpc("call_local")
func set_nickname(value):
func set_nickname(value : String) -> void:
nickname = value
func respawn(location):
func respawn(location : Vector3) -> void:
linear_velocity = Vector3()
health_component.heal_full()
position = location

View file

@ -4,8 +4,8 @@
[ext_resource type="PackedScene" uid="uid://drbefw6akui2v" path="res://entities/player/assets/vanguard.tscn" id="2_beyex"]
[ext_resource type="Shape3D" uid="uid://cb8esdlnottdn" path="res://entities/player/collision_shape.tres" id="2_vjqny"]
[ext_resource type="PackedScene" uid="uid://bcv81ku26xo" path="res://interfaces/hud/hud.tscn" id="3_ccety"]
[ext_resource type="PackedScene" uid="uid://c8co0qa2omjmh" path="res://weapons/space_gun/space_gun.tscn" id="4_lhn5w"]
[ext_resource type="PackedScene" uid="uid://dn1tcakam5egs" path="res://weapons/space_gun/projectile.tscn" id="5_lvaut"]
[ext_resource type="PackedScene" uid="uid://c8co0qa2omjmh" path="res://entities/weapons/space_gun/space_gun.tscn" id="4_6jh57"]
[ext_resource type="PackedScene" uid="uid://dn1tcakam5egs" path="res://entities/weapons/space_gun/projectile.tscn" id="5_2xh36"]
[ext_resource type="PackedScene" uid="uid://bof3mg7wgxrmn" path="res://components/health_component.tscn" id="5_t6i6e"]
[ext_resource type="Script" path="res://entities/player/player_input.gd" id="6_ymcrr"]
[ext_resource type="PackedScene" uid="uid://dsysi2rd3bu76" path="res://interfaces/hud/iff.tscn" id="7_8hc80"]
@ -244,9 +244,9 @@ near = 0.1
[node name="Inventory" type="Node3D" parent="SpringArm3D"]
[node name="SpaceGun" parent="SpringArm3D/Inventory" instance=ExtResource("4_lhn5w")]
[node name="SpaceGun" parent="SpringArm3D/Inventory" instance=ExtResource("4_6jh57")]
transform = Transform3D(-1, 0, 2.53518e-06, 0, 1, 0, -2.53518e-06, 0, -1, 0.244668, -0.229311, -0.30332)
PROJECTILE = ExtResource("5_lvaut")
PROJECTILE = ExtResource("5_2xh36")
[node name="SpineIKTarget" type="Node3D" parent="SpringArm3D"]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
@ -265,9 +265,8 @@ sensor = NodePath("../Sensor")
[node name="ThirdPerson" type="Node3D" parent="."]
[node name="PlayerMesh" parent="ThirdPerson" node_paths=PackedStringArray("spine_ik_target_attachment") instance=ExtResource("2_beyex")]
[node name="PlayerMesh" parent="ThirdPerson" instance=ExtResource("2_beyex")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
spine_ik_target_attachment = NodePath("../../SpringArm3D/SpineIKTarget")
[node name="IFFAttachment" type="Node3D" parent="ThirdPerson"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.27457, 0)

View file

@ -14,9 +14,9 @@
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name PlayerInput extends MultiplayerSynchronizer
@export var jetting = false
@export var skiing = false
@export var direction = Vector2.ZERO
@export var jetting : bool = false
@export var skiing : bool = false
@export var direction : Vector2 = Vector2.ZERO
@export var camera_rotation : Vector2
@export var MOUSE_SENSITIVITY : float = .6
@export var inverted_y_axis : bool = false
@ -25,13 +25,13 @@ signal jumped
signal fired_primary
signal throwed_flag
func _ready():
var has_authority = is_multiplayer_authority()
func _ready() -> void:
var has_authority : bool = is_multiplayer_authority()
set_process(has_authority)
set_process_unhandled_input(has_authority)
func _unhandled_input(event: InputEvent) -> void:
var mouse_mode = Input.get_mouse_mode()
var mouse_mode : Input.MouseMode = Input.get_mouse_mode()
# isolate mouse events
if event is InputEventMouseMotion:
@ -49,7 +49,7 @@ func _update_camera(relative_motion : Vector2) -> void:
camera_rotation.x -= relative_motion.x * MOUSE_SENSITIVITY / 100
camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0),deg_to_rad(360.0))
func _process(delta):
func _process(_delta : float) -> void:
direction = Input.get_vector("left", "right", "forward", "backward")
if Input.is_action_just_pressed("jump_and_jet"):
_jump.rpc()
@ -61,13 +61,13 @@ func _process(delta):
skiing = Input.is_action_pressed("ski")
@rpc("call_local")
func _jump():
func _jump() -> void:
jumped.emit()
@rpc("call_local")
func _fire_primary():
func _fire_primary() -> void:
fired_primary.emit()
@rpc("call_local")
func _throw_flag():
func _throw_flag() -> void:
throwed_flag.emit()