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https://gitlab.com/open-fpsz/open-fpsz.git
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93 lines
3.4 KiB
GDScript
93 lines
3.4 KiB
GDScript
# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name PlayerInputController extends Node
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@export var jetting:bool = false
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@export var skiing:bool = false
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@export var direction:Vector2
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@export var camera_rotation:Vector2
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signal jump
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signal primary(pressed: bool)
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signal throw(pressed: bool)
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var _mouse_sensitivity:float = .0
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func _enter_tree() -> void:
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# @NOTE: This is a workaround for player node being too integrated with the
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# multiplayer layer and blocks player inputs in singleplayer if not set.
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set_multiplayer_authority(1)
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func _unhandled_input(event: InputEvent) -> void:
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if is_multiplayer_authority() and owner.is_alive():
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var mouse_mode: Input.MouseMode = Input.get_mouse_mode()
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direction = Input.get_vector("left", "right", "forward", "backward")
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jetting = Input.is_action_pressed("secondary")
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skiing = Input.is_action_pressed("ski")
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# isolate mouse events
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if event is InputEventMouseMotion:
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if mouse_mode == Input.MOUSE_MODE_CAPTURED:
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# update camera with mouse position relative to last frame
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_update_camera(event.relative)
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elif event is InputEventMouseButton:
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# @NOTE: there could be a control setting for direction
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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_cycle.rpc(1)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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_cycle.rpc(-1)
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elif event is InputEventKey:
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match event.keycode:
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KEY_1: _select.rpc(0)
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KEY_2: _select.rpc(1)
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KEY_3: _select.rpc(2)
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if event.is_action("primary"):
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_primary.rpc(event.pressed)
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if Input.is_action_just_pressed("secondary"):
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_jump.rpc()
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if event.is_action("throw") and not event.echo:
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_throw.rpc(event.pressed)
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func _update_camera(relative_motion:Vector2) -> void:
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# reverse y axis
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if Settings.get_value("controls", "inverted_y_axis"):
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relative_motion.y *= -1.0
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_mouse_sensitivity = Settings.get_value("controls", "mouse_sensitivity")
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# clamp vertical rotation (head motion)
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camera_rotation.x -= relative_motion.y * _mouse_sensitivity / 100
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camera_rotation.x = clamp(camera_rotation.x, deg_to_rad(-90.0), deg_to_rad(90.0))
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# wrap horizontal rotation (to prevent accumulation)
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camera_rotation.y -= relative_motion.x * _mouse_sensitivity / 100
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camera_rotation.y = wrapf(camera_rotation.y, deg_to_rad(0.0), deg_to_rad(360.0))
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@rpc("authority", "call_local", "reliable")
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func _jump() -> void:
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jump.emit()
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@rpc("authority", "call_local", "reliable")
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func _primary(pressed: bool) -> void:
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primary.emit(pressed)
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@rpc("authority", "call_local", "reliable")
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func _cycle(shift:int) -> void:
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%Inventory.cycle(shift)
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@rpc("authority", "call_local", "reliable")
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func _select(index:int) -> void:
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%Inventory.select(index)
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@rpc("authority", "call_local", "reliable")
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func _throw(pressed: bool) -> void:
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throw.emit(pressed)
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