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fps_project_1/scripts/player.gd

327 lines
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GDScript

extends CharacterBody3D
var speed
var double_jump = true
var gravity = 9.8
var is_climbing = false
var ladder_center
var default_gravity = gravity
var moving_fast = false
var moving_fast_top_speed = 0.0
var mouse_input : Vector2
var rng = RandomNumberGenerator.new()
@export_group("Game Settings")
@export var AUDIO = true
@export var dead_player : Resource
@export_group("Player Movement")
@export var WALK_SPEED = 12.0
@export var SPRINT_SPEED = 15.0
@export var DASH_SPEED = 40
@export var DASH_STAM_REQ = 10
@export var MAX_STAMINA = 1800
@export var JUMP_VELOCITY = 10
@export var SENSITIVITY = .01
@export var sensitivity_shift = true
var start_sensitivity
@export_subgroup("Head Bob & Gun Sway")
@export var BOB_FREQ = 2.0
@export var BOB_AMP = 0.08
@export var t_bob = 1.0
@export var weapon_holder : Node3D
@export var weapon_sway_amount : float = .07
@export var weapon_rotation_amount : float = .07
@export_subgroup("FOV")
@export var BASE_FOV : float = 80
@export var FOV_CHANGE = 1.5
#@export_group("Gun") DELETE IF DOESNT CAUSE ISSUES
#@export
var gun : Node
@onready var gun_ray = $Head/Camera3D/GunRay
@onready var level_control = get_tree().current_scene
@onready var interact_ray = $Head/Camera3D/InteractRay
@onready var bullet_ray = $Head/Camera3D/BulletRay
var instance_bullet
var instance_casing
var instance_mag
var reloading = false
var ammo
var ammo_reserve
var bullet_damage
var def_weapon_holder_pos : Vector3
var gun_folded = false
var recoiling_fade = 0
var bullet_destination
var gun_fire_pitch_starting
var current_weapon_index
var recoiling = false
var dead = false
# Slow Down Variables
const SLOWSPEED = .2
const STAMINA_DRAIN = 100
var remaining_stamina = MAX_STAMINA
# Pickups
var picked_up = false
var picked_up_text
var pickup_announce = load("res://assets/pickup_announce.tscn")
var dead_announce = load("res://assets/dead_announce.tscn")
var pickupmsg
@onready var crosshair = $Head/Camera3D/Crosshair
@onready var head = $Head
@onready var camera = $Head/Camera3D
@onready var world_environment = $"../WorldEnvironment"
@onready var pickup_sound = $Audio/PickupSound
@onready var ear_wind = $Audio/EarWind
@onready var land_sound: AudioStreamPlayer = $Audio/LandSound
@onready var hurt_audio = $Audio/Hurt
@onready var health_indicator = $HealthIndicator
@onready var ammo_counter = $Head/Camera3D/AmmoCounter
@onready var stamina_counter = $Head/Camera3D/StaminaCounter
@onready var weapon_spawner = $Head/Camera3D/WeaponHolder/WeaponSpawner
@onready var pick_up_detection = $pick_up_detection
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
start_sensitivity = SENSITIVITY
var viewportWidth = get_viewport().size.x
var viewportHeight = get_viewport().size.y
health_indicator.size = Vector2(viewportWidth,viewportHeight)
health_indicator.color = Color(0.471, 0, 0, 0)
#turn off audio if unchecked in player
if AUDIO == false:
AudioServer.set_bus_volume_db(0,-80)
func _unhandled_input(event):
if event is InputEventMouseMotion:
self.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(85))
mouse_input = event.relative
func _physics_process(delta):
if !dead:
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
else:
double_jump = true
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
speed = WALK_SPEED
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction = (self.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
# Handle Sprint
if Input.is_action_just_pressed("sprint") and !is_on_floor():
if remaining_stamina >= DASH_STAM_REQ:
velocity.x += direction.x * DASH_SPEED
velocity.z += direction.z * DASH_SPEED
remaining_stamina -= 180
if is_on_floor() and !is_climbing:
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
elif is_climbing:
gravity = 0.0
if direction:
velocity.y = -direction.z * speed * .75
velocity.x = direction.x * speed * .3
else:
velocity.y = lerp(velocity.y, -direction.z * speed, delta * 6.5)
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
# Head bob
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
# FOV
var velocity_clamped = clamp(velocity.length(), 0.5, SPRINT_SPEED * 2)
var target_fov = BASE_FOV + FOV_CHANGE * velocity_clamped
camera.fov = lerp(camera.fov, target_fov, delta * 8)
# Health Indicator
var health_opacity = 1.5 - level_control.health / level_control.start_health
health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
# Moving Fast Sound
#initiate fast movement
if velocity.y >= JUMP_VELOCITY and !moving_fast:
moving_fast = true
ear_wind.play()
#change sounds with speed
if moving_fast:
var wind_volume = clamp( velocity.length() - 20 ,-20,0)
ear_wind.volume_db = wind_volume
#reset at apex
if abs(velocity.y) < 0:
moving_fast_top_speed = 0.0
#cache fastest speed
if abs(velocity.y) > moving_fast_top_speed:
moving_fast_top_speed = abs(velocity.y)
print("TOP SPEED = " + str(moving_fast_top_speed))
#Land Sound
if velocity.y < .1 and self.is_on_floor() and moving_fast == true:
print("LAND SOUND")
var land_volume = clamp( moving_fast_top_speed - 20 ,-20,0)
land_sound.volume_db = land_volume
land_sound.play()
ear_wind.stop()
moving_fast_top_speed = 0.0
moving_fast = false
# Game Speed
if Input.is_action_pressed("slow_down") and remaining_stamina >0:
Engine.time_scale = lerp(0, 1, SLOWSPEED)
gun.random_spread_amt = 0
AudioServer.set_bus_effect_enabled(0,0,true)
camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
if sensitivity_shift == true:
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
if remaining_stamina >0:
remaining_stamina -= 1000 * delta
else:
Engine.time_scale = 1
gun.random_spread_amt = gun.random_spread_start
AudioServer.set_bus_effect_enabled(0,0,false)
if sensitivity_shift == true:
camera.fov = lerp(camera.fov, BASE_FOV, delta * .5)
SENSITIVITY = start_sensitivity
if remaining_stamina < MAX_STAMINA:
remaining_stamina += STAMINA_DRAIN * delta
elif remaining_stamina > MAX_STAMINA * 1.01:
remaining_stamina -= (STAMINA_DRAIN)/2 * delta
# Reloading
if Input.is_action_just_pressed("reload"):
gun.reload(delta)
if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
gun.anim_player.play("inspect")
# Shooting & fire modes
if Input.is_action_pressed("shoot"):
gun.shoot(delta)
if Input.is_action_just_released("shoot"):
gun.cycle_count = gun.cycle_count_start
# Gun folding out of the way
if gun_ray.is_colliding() and !gun_ray.get_collider().is_in_group("player"):
#check distance to wall later ?
gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
gun.position = lerp(gun.position, Vector3(gun.start_position.x-.15,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
gun_folded = true
elif !gun_ray.is_colliding():
gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
gun.position = lerp(gun.position, gun.start_position,delta*7)
gun_folded = false
#Weapon Swap Up
if Input.is_action_just_pressed("scroll_up") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index + 1)
#Weapon Swap Down
if Input.is_action_just_pressed("scroll_down") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index - 1)
#interact button
if Input.is_action_just_pressed("interact"):
if interact_ray.is_colliding():
if interact_ray.get_collider().is_in_group("interact"):
var body = interact_ray.get_collider()
body.get_parent().interact()
#quit game and eventually go to menu
if Input.is_action_just_pressed("escape"):
get_tree().quit()
if level_control.health <= 0:
level_control.die()
move_and_slide()
weapon_tilt(input_dir.x, delta)
weapon_sway(delta)
weapon_bob(velocity.length(), delta)
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO
pos.y = sin(time * BOB_FREQ) * BOB_AMP
pos.x = cos(time * BOB_FREQ / 2) * BOB_AMP
return pos
func _on_pick_up_detection_body_entered(body):
if body.is_in_group("pickup"):
body.picked_up()
func ladder_collide(is_climbing):
if is_climbing == true:
gravity = 0.0
else:
gravity = default_gravity
func _on_pick_up_magnet_body_entered(body):
if body.is_in_group("pickup") and body.is_in_group("magnet"):
body.player_follow = self
func weapon_tilt(input_x, delta):
if weapon_holder:
weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
func weapon_sway(delta):
mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_sway_amount, 10 * delta)
weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_sway_amount, 10 * delta)
func weapon_bob(vel : float, delta):
if weapon_holder:
if vel > 2 and is_on_floor():
var bob_amount : float = 0.05
var bob_freq : float = 0.01
weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, 10 * delta)
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, 10 * delta)
else:
weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
func weapon_recoil(delta):
var recoil_to = camera.rotation.x + gun.recoil_amount
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))