open-fpsz/entities/player/player_input.gd
2024-05-07 14:21:10 +00:00

91 lines
3.2 KiB
GDScript

# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name PlayerInput extends MultiplayerSynchronizer
@export var jetting : bool = false
@export var skiing : bool = false
@export var direction : Vector2 = Vector2.ZERO
@export var camera_rotation : Vector2
signal jumped
signal fired_primary
signal throwed_flag
func _enter_tree() -> void:
update_multiplayer_authority(0)
func update_multiplayer_authority(player_id : int) -> void:
set_multiplayer_authority(player_id)
func _unhandled_input(event: InputEvent) -> void:
var mouse_mode : Input.MouseMode = Input.get_mouse_mode()
# isolate mouse events
if event is InputEventMouseMotion:
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
# retrieve mouse position relative to last frame
_update_camera(event.relative)
if is_multiplayer_authority():
if event is InputEventMouseButton:
# @NOTE: there could be a control setting for direction
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
_cycle.rpc(1)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
_cycle.rpc(-1)
if event is InputEventKey:
match event.keycode:
KEY_1: _select.rpc(0)
KEY_2: _select.rpc(1)
KEY_3: _select.rpc(2)
direction = Input.get_vector("left", "right", "forward", "backward")
if Input.is_action_just_pressed("jump_and_jet"):
_jump.rpc()
if Input.is_action_just_pressed("fire_primary"):
_fire_primary.rpc()
if Input.is_action_just_pressed("throw_flag"):
_throw_flag.rpc()
jetting = Input.is_action_pressed("jump_and_jet")
skiing = Input.is_action_pressed("ski")
func _update_camera(relative_motion : Vector2) -> void:
# reverse y axis
if Settings.get_value("controls", "inverted_y_axis"):
relative_motion.y *= -1.0
# clamp vertical rotation (head motion)
camera_rotation.y -= relative_motion.y * Settings.get_value("controls", "mouse_sensitivity") / 100
camera_rotation.y = clamp(camera_rotation.y, deg_to_rad(-90.0), deg_to_rad(90.0))
# wrap horizontal rotation (to prevent accumulation)
camera_rotation.x -= relative_motion.x * Settings.get_value("controls", "mouse_sensitivity") / 100
camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0), deg_to_rad(360.0))
@rpc("call_local", "reliable")
func _jump() -> void:
jumped.emit()
@rpc("call_local", "reliable")
func _fire_primary() -> void:
fired_primary.emit()
@rpc("call_local", "reliable")
func _cycle(shift : int) -> void:
%Inventory.cycle(shift)
@rpc("call_local", "reliable")
func _select(index : int) -> void:
%Inventory.select(index)
@rpc("call_local", "reliable")
func _throw_flag() -> void:
throwed_flag.emit()