168 lines
4.6 KiB
GDScript
168 lines
4.6 KiB
GDScript
extends CharacterBody3D
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@export var camera : Camera3D
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@export var mouse_sensitivity : float = 0.003 # TODO: this is sketchy check that its framerate independant pls
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@export var raycast : RayCast3D
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@export var held_object : Node3D
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@export var has_object : bool = false
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@export var hand : Node3D
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@export var collider : CollisionShape3D
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@export var area : Area3D
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@export var interact_sound : AudioStreamPlayer
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signal object_clicked(object : Node3D)
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var SPEED = 5.0
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const JUMP_VELOCITY = 9 #was 4.5
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#effects
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var dash_time = 0
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@export var dash_node : Node3D
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var dashing = false
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump. # now handled by chronos
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#if Input.is_action_just_pressed("jump") and is_on_floor():
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#velocity.y = JUMP_VELOCITY
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#free the mouse for debugging
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if Input.is_action_just_pressed("esc"):
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#if (Input.mouse_mode == Input.MOUSE_MODE_CAPTURED):
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#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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#else:
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#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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get_parent().pause()
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# interact with stuff
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if Input.is_action_just_pressed("drop"):
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drop()
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# interact with stuff
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if Input.is_action_just_pressed("interact"):
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if "name" in raycast.get_collider():
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if "command_name" in raycast.get_collider():
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# clicked a command block
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print(raycast.get_collider().command_name)
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#hand.add_child(held_object)
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if(!has_object):
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held_object = raycast.get_collider()
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held_object.reparent(hand)
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held_object.position = Vector3(0,0,0)
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held_object.freeze = true
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held_object.collider.disabled = true
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has_object = true
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interact_sound.pitch_scale = randf_range(0.8,1.2)
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interact_sound.play()
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elif "placed_command" in raycast.get_collider():
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# clicked a pedestal, place on pedestal if its not already got something
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var clicked_pedestal = raycast.get_collider() as Pedestal
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print("clicked pedestal: "+ clicked_pedestal.name)
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if(has_object and not clicked_pedestal.has_command):
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print("trying to place")
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held_object.reparent(clicked_pedestal.slot)
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held_object.position = Vector3(0,0,0)
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held_object.rotation_degrees = Vector3(0,0,0)
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held_object.collider.disabled = false
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has_object = false
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clicked_pedestal.has_command = true
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clicked_pedestal.placed_command = held_object
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interact_sound.pitch_scale = randf_range(0.8,1.2)
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interact_sound.play()
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else:
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print(raycast.get_collider().name)
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object_clicked.emit(raycast.get_collider())
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else:
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print("womp womp")
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("mov_left", "mov_right", "mov_up", "mov_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if (dash_time > 0 ):
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gravity = 0
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dash_time -= delta
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var dash_direction = camera.global_position.direction_to(dash_node.global_position)
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dash_direction.y = 0
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dash_direction = dash_direction.normalized()
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velocity = dash_direction * SPEED*350 * delta
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elif dashing:
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dashing = false
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velocity = Vector3(0,0,0)
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gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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pass
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move_and_slide()
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func _input(event):
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# camera control
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clampf(camera.rotation.x, -deg_to_rad(70), deg_to_rad(70))
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func drop():
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if has_object:
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held_object.reparent(get_parent())
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held_object.freeze = false
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held_object.collider.disabled = false
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has_object = false
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func _on_chrono_manager_broadcast(command):
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match command:
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"jump":
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velocity.y = JUMP_VELOCITY
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"dash":
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#move in looked direction for 0.5 secs
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dash_time = 0.3
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dashing = true
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"run":
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SPEED = 10
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"phase":
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collider.disabled = true
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_:
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printerr("bad command sent")
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func clear_effects():
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#enable collider
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collider.disabled = false
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#end dash
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SPEED = 5
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pass
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func _on_chrono_manager_tick(time):
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clear_effects()
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func _on_area_3d_area_entered(area):
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pass # Replace with function body.
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