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-rw-r--r--demos/3d/platformer/player.gd211
1 files changed, 0 insertions, 211 deletions
diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd
deleted file mode 100644
index 7471460538..0000000000
--- a/demos/3d/platformer/player.gd
+++ /dev/null
@@ -1,211 +0,0 @@
-
-extends RigidBody
-
-# Member variables
-const ANIM_FLOOR = 0
-const ANIM_AIR_UP = 1
-const ANIM_AIR_DOWN = 2
-
-const SHOOT_TIME = 1.5
-const SHOOT_SCALE = 2
-
-const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
-
-var facing_dir = Vector3(1, 0, 0)
-var movement_dir = Vector3()
-
-var jumping = false
-
-var turn_speed = 40
-var keep_jump_inertia = true
-var air_idle_deaccel = false
-var accel = 19.0
-var deaccel = 14.0
-var sharp_turn_threshold = 140
-
-var max_speed = 3.1
-var on_floor = false
-
-var prev_shoot = false
-
-var last_floor_velocity = Vector3()
-
-var shoot_blend = 0
-
-
-func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
- var n = p_target # Normal
- var t = n.cross(current_gn).normalized()
-
- var x = n.dot(p_facing)
- var y = t.dot(p_facing)
-
- var ang = atan2(y,x)
-
- if (abs(ang) < 0.001): # Too small
- return p_facing
-
- var s = sign(ang)
- ang = ang*s
- var turn = ang*p_adjust_rate*p_step
- var a
- if (ang < turn):
- a = ang
- else:
- a = turn
- ang = (ang - a)*s
-
- return (n*cos(ang) + t*sin(ang))*p_facing.length()
-
-
-func _integrate_forces(state):
- var lv = state.get_linear_velocity() # Linear velocity
- var g = state.get_total_gravity()
- var delta = state.get_step()
-# var d = 1.0 - delta*state.get_total_density()
-# if (d < 0):
-# d = 0
- lv += g*delta # Apply gravity
-
- var anim = ANIM_FLOOR
-
- var up = -g.normalized() # (up is against gravity)
- var vv = up.dot(lv) # Vertical velocity
- var hv = lv - up*vv # Horizontal velocity
-
- var hdir = hv.normalized() # Horizontal direction
- var hspeed = hv.length() # Horizontal speed
-
- var floor_velocity
- var onfloor = false
-
- if (state.get_contact_count() == 0):
- floor_velocity = last_floor_velocity
- else:
- for i in range(state.get_contact_count()):
- if (state.get_contact_local_shape(i) != 1):
- continue
-
- onfloor = true
- floor_velocity = state.get_contact_collider_velocity_at_pos(i)
- break
-
- var dir = Vector3() # Where does the player intend to walk to
- var cam_xform = get_node("target/camera").get_global_transform()
-
- if (Input.is_action_pressed("move_forward")):
- dir += -cam_xform.basis[2]
- if (Input.is_action_pressed("move_backwards")):
- dir += cam_xform.basis[2]
- if (Input.is_action_pressed("move_left")):
- dir += -cam_xform.basis[0]
- if (Input.is_action_pressed("move_right")):
- dir += cam_xform.basis[0]
-
- var jump_attempt = Input.is_action_pressed("jump")
- var shoot_attempt = Input.is_action_pressed("shoot")
-
- var target_dir = (dir - up*dir.dot(up)).normalized()
-
- if (onfloor):
- var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
-
- if (dir.length() > 0.1 and !sharp_turn):
- if (hspeed > 0.001):
- #linear_dir = linear_h_velocity/linear_vel
- #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit)))
- # brake = true
- #else
- hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up)
- facing_dir = hdir
- else:
- hdir = target_dir
-
- if (hspeed < max_speed):
- hspeed += accel*delta
- else:
- hspeed -= deaccel*delta
- if (hspeed < 0):
- hspeed = 0
-
- hv = hdir*hspeed
-
- var mesh_xform = get_node("Armature").get_transform()
- var facing_mesh = -mesh_xform.basis[0].normalized()
- facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
- facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
- var m3 = Matrix3(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE)
-
- get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
-
- if (not jumping and jump_attempt):
- vv = 7.0
- jumping = true
- get_node("sfx").play("jump")
- else:
- if (vv > 0):
- anim = ANIM_AIR_UP
- else:
- anim = ANIM_AIR_DOWN
-
- var hs
- if (dir.length() > 0.1):
- hv += target_dir*(accel*0.2)*delta
- if (hv.length() > max_speed):
- hv = hv.normalized()*max_speed
- else:
- if (air_idle_deaccel):
- hspeed = hspeed - (deaccel*0.2)*delta
- if (hspeed < 0):
- hspeed = 0
-
- hv = hdir*hspeed
-
- if (jumping and vv < 0):
- jumping = false
-
- lv = hv + up*vv
-
- if (onfloor):
- movement_dir = lv
- #lv += floor_velocity
- last_floor_velocity = floor_velocity
- else:
- if (on_floor):
- #if (keep_jump_inertia):
- # lv += last_floor_velocity
- pass
-
- last_floor_velocity = Vector3()
- movement_dir = lv
-
- on_floor = onfloor
-
- state.set_linear_velocity(lv)
-
- if (shoot_blend > 0):
- shoot_blend -= delta*SHOOT_SCALE
- if (shoot_blend < 0):
- shoot_blend = 0
-
- if (shoot_attempt and not prev_shoot):
- shoot_blend = SHOOT_TIME
- var bullet = preload("res://bullet.scn").instance()
- bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
- get_parent().add_child(bullet)
- bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20)
- PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet
- get_node("sfx").play("shoot")
-
- prev_shoot = shoot_attempt
-
- if (onfloor):
- get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed)
-
- get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
- get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
-# state.set_angular_velocity(Vector3())
-
-
-func _ready():
- get_node("AnimationTreePlayer").set_active(true)