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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)
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