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extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
#var dir=Vector3()
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_threshhold = 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_threshhold
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():
# Initalization here
get_node("AnimationTreePlayer").set_active(true)
pass
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