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2022-12-03 02:53:03 +01:00
commit 41a9c918ca
189 changed files with 2896 additions and 0 deletions

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player_q3/PlayerQ3.gd Normal file
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extends CharacterBody3D
const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
@onready var body : Node3D = $Body
@onready var head : Node3D = $Body/Head
@onready var cam : Camera3D = $Body/Head/Camera3D
@export var mouse_sensitivity = 5.0
@export var stop_speed = 4.0
@export var move_speed = 20.0
@export var max_slope_angle = 50.0
@export var gravity = 60.0
@export var max_fall_speed = 50.0
@export var jump_height = 2.5
@export var accel_ground = 10.0
@export var accel_air = 1.0
#export var accel_water: float := 4.0
@export var friction_ground = 6.0
#export var friction_water: float := 1.0
var floor_snap := Vector3.ZERO
func get_move_direction() -> Vector3:
var input_dir := Vector2(
Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward"),
Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
).normalized();
return input_dir.x * body.global_transform.basis.z + input_dir.y * body.global_transform.basis.x
func _input(event):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
rotate_look(event.relative * 0.001 * mouse_sensitivity)
func rotate_look(amount : Vector2) -> void:
body.rotation.y -= amount.x
head.rotation.x = clamp(head.rotation.x - amount.y, -PI * 0.5, PI * 0.5)
func _physics_process(delta):
var was_on_floor : bool = is_on_floor()
var h_target_dir : Vector3 = get_move_direction()
if is_on_floor():
apply_friction(delta)
accelerate(delta, h_target_dir, move_speed, accel_ground)
if Input.is_action_pressed("jump"):
velocity.y = sqrt(2 * jump_height * abs(gravity))
floor_snap = Vector3.ZERO
else:
# hack: only add gravity not checked ground, to prevent sliding checked slopes
# This works because move_and_slide_with_snap warps the player to the ground in other cases
velocity.y = max(-max_fall_speed, velocity.y - gravity * delta)
accelerate(delta, h_target_dir, move_speed, accel_air)
set_velocity(velocity)
# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `floor_snap`
set_up_direction(Vector3.UP)
set_floor_stop_on_slope_enabled(true)
set_max_slides(4)
set_floor_max_angle(deg_to_rad(max_slope_angle))
# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `false`
move_and_slide()
velocity = velocity
if !was_on_floor and is_on_floor():
floor_snap = DIST_FLOOR_SNAP
elif was_on_floor and !is_on_floor():
floor_snap = Vector3.ZERO
func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
var current_speed : float = velocity.dot(p_target_dir)
var add_speed : float = p_target_speed - current_speed
if add_speed > 0:
var accel_speed : float = min(add_speed, p_accel * delta * p_target_speed)
velocity += p_target_dir * accel_speed
func apply_friction(delta : float):
var vec : Vector3 = velocity
var speed : float = velocity.length()
if is_zero_approx(speed):
velocity = Vector3.ZERO
return
var drop : float = 0.0
var control : float = max(speed, stop_speed)
# ground friction
if is_on_floor():
drop += control * friction_ground * delta
# water friction not implemented
var new_speed : float = max(0.0, speed - drop)
new_speed /= speed
velocity *= new_speed