ChronoChamber/Scripts/Player.gd
2024-08-14 00:45:21 +10:00

162 lines
4.4 KiB
GDScript

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