weapon select tweaks added joy support
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81
demo/src/Player.gd
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81
demo/src/Player.gd
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extends CharacterBody3D
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@export var MOVE_SPEED: float = 50.0
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@export var JUMP_SPEED: float = 2.0
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@export var first_person: bool = false :
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set(p_value):
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first_person = p_value
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if first_person:
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var tween: Tween = create_tween()
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tween.tween_property($CameraManager/Arm, "spring_length", 0.0, .33)
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tween.tween_callback($Body.set_visible.bind(false))
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else:
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$Body.visible = true
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create_tween().tween_property($CameraManager/Arm, "spring_length", 6.0, .33)
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@export var gravity_enabled: bool = true :
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set(p_value):
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gravity_enabled = p_value
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if not gravity_enabled:
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velocity.y = 0
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@export var collision_enabled: bool = true :
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set(p_value):
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collision_enabled = p_value
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$CollisionShapeBody.disabled = ! collision_enabled
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$CollisionShapeRay.disabled = ! collision_enabled
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func _physics_process(p_delta) -> void:
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var direction: Vector3 = get_camera_relative_input()
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var h_veloc: Vector2 = Vector2(direction.x, direction.z) * MOVE_SPEED
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if Input.is_key_pressed(KEY_SHIFT):
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h_veloc *= 2
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velocity.x = h_veloc.x
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velocity.z = h_veloc.y
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if gravity_enabled:
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velocity.y -= 40 * p_delta
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move_and_slide()
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# Returns the input vector relative to the camera. Forward is always the direction the camera is facing
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func get_camera_relative_input() -> Vector3:
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var input_dir: Vector3 = Vector3.ZERO
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if Input.is_key_pressed(KEY_A): # Left
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input_dir -= %Camera3D.global_transform.basis.x
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if Input.is_key_pressed(KEY_D): # Right
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input_dir += %Camera3D.global_transform.basis.x
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if Input.is_key_pressed(KEY_W): # Forward
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input_dir -= %Camera3D.global_transform.basis.z
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if Input.is_key_pressed(KEY_S): # Backward
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input_dir += %Camera3D.global_transform.basis.z
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if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
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velocity.y += JUMP_SPEED + MOVE_SPEED*.016
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if Input.is_key_pressed(KEY_Q): # Down
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velocity.y -= JUMP_SPEED + MOVE_SPEED*.016
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if Input.is_key_pressed(KEY_KP_ADD) or Input.is_key_pressed(KEY_EQUAL):
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MOVE_SPEED = clamp(MOVE_SPEED + .5, 5, 9999)
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if Input.is_key_pressed(KEY_KP_SUBTRACT) or Input.is_key_pressed(KEY_MINUS):
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MOVE_SPEED = clamp(MOVE_SPEED - .5, 5, 9999)
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return input_dir
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func _input(p_event: InputEvent) -> void:
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if p_event is InputEventMouseButton and p_event.pressed:
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if p_event.button_index == MOUSE_BUTTON_WHEEL_UP:
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MOVE_SPEED = clamp(MOVE_SPEED + 5, 5, 9999)
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elif p_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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MOVE_SPEED = clamp(MOVE_SPEED - 5, 5, 9999)
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elif p_event is InputEventKey:
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if p_event.pressed:
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if p_event.keycode == KEY_V:
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first_person = ! first_person
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elif p_event.keycode == KEY_G:
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gravity_enabled = ! gravity_enabled
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elif p_event.keycode == KEY_C:
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collision_enabled = ! collision_enabled
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# Else if up/down released
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elif p_event.keycode in [ KEY_Q, KEY_E, KEY_SPACE ]:
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velocity.y = 0
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