open-fpsz/characters/player/player.gd

152 lines
4.5 KiB
GDScript

extends RigidBody3D
class_name Player
enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
# constants
const max_energy : float = 100.0
const energy_charge_rate : float = 10 # energy per second
const energy_drain_rate : float = 20 # energy per second
const ground_speed : float = 48 / 3.6 # m/s
const jetpack_vertical_force : float = 800
const jetpack_horizontal_force : float = 400
const jetpack_force_factor : float = 2
# parameters
@export var max_floor_angle : float = 60
@export var energy: float = 100.0
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")
@export var player_id = 1:
set(id):
player_id = id
$PlayerInput.set_multiplayer_authority(id)
@export var player_state = PlayerState.PLAYER_ALIVE
@onready var input : PlayerInput = $PlayerInput
@onready var camera = $SpringArm3D/Camera3D
@onready var hud = $HUD
@onready var shape_cast = $ShapeCast3D
@onready var weapon = $SpringArm3D/Inventory/SpaceGun
@onready var animation_player : AnimationPlayer = $AnimationPlayer
@onready var spring_arm_height = $SpringArm3D.position.y
signal died(player)
signal energy_changed(energy)
var _jumping = false
@onready var _original_weapon_transform : Transform3D = weapon.transform
func _ready():
energy_changed.connect(hud._on_energy_changed)
$HealthComponent.health_changed.connect(hud._on_health_changed)
$HealthComponent.health_zeroed.connect(_die)
if player_id == multiplayer.get_unique_id():
camera.current = true
else:
$HUD.hide()
input.fired_primary.connect(_fire_primary)
input.jumped.connect(_jump)
func _fire_primary():
if player_state == PlayerState.PLAYER_DEAD:
return
if not weapon.can_fire():
return
var current_weapon_transform = weapon.transform
weapon.transform = _original_weapon_transform
weapon.fire_primary()
weapon.transform = current_weapon_transform
animation_player.stop()
animation_player.play("shoot")
func _jump():
if player_state == PlayerState.PLAYER_DEAD:
return
_jumping = true
func _is_on_floor() -> bool:
return shape_cast.is_colliding()
func _is_skiing() -> bool:
return input.skiing
func _handle_jetpack(delta, direction):
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
apply_force(up_vector + side_vector)
energy -= energy_drain_rate * delta
else:
energy += energy_charge_rate * delta
energy = clamp(energy, 0, max_energy)
energy_changed.emit(energy)
func _process(delta):
if player_state == PlayerState.PLAYER_DEAD:
return
%SpringArm3D.global_transform.basis = Basis.from_euler(Vector3(input.camera_rotation.y, input.camera_rotation.x, 0.0))
if animation_player.current_animation == "shoot":
pass
else:
animation_player.play("idle")
func _physics_process(delta):
if player_state == PlayerState.PLAYER_DEAD:
return
# retrieve user's direction vector
var _input_dir = input.direction
# compute direction in local space
var _direction = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
# adjust direction based on spring arm rotation
_direction = _direction.rotated(Vector3.UP, $SpringArm3D.rotation.y)
_handle_jetpack(delta, _direction)
# handle ski
if _is_skiing():
physics_material_override.friction = 0
else:
physics_material_override.friction = 1
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)
# calculate the angle between the ground normal and the up vector
var slope_angle = 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
_direction = _direction.slide(normal)
linear_velocity = lerp(linear_velocity, _direction * ground_speed, .1)
if _jumping:
linear_velocity.y = sqrt(2 * abs((mass * gravity * delta).y) * 1)
_jumping = false
func _die():
player_state = PlayerState.PLAYER_DEAD
animation_player.stop()
animation_player.play("death")
var tween = create_tween()
tween.tween_interval(2)
tween.tween_callback(func(): died.emit(self))
tween.tween_callback(func(): animation_player.stop())
func respawn(location):
linear_velocity = Vector3()
$HealthComponent.heal_full()
position = location
player_state = PlayerState.PLAYER_ALIVE