sand-and-receive/pantyTunnel/Player.gd
2023-10-29 08:17:50 +09:00

107 lines
2.7 KiB
GDScript

extends KinematicBody
#const GRAVITY = -24.8
const GRAVITY = -10
var vel = Vector3()
const MAX_SPEED = 6
#const JUMP_SPEED = 18
const JUMP_SPEED = 6
#const ACCEL = 4.5
const ACCEL = 2
var dir = Vector3()
const DEACCEL= 16
const MAX_SLOPE_ANGLE = 40
var camera
var rotation_helper
var MOUSE_SENSITIVITY = 0.05
func _ready():
camera = $Rotation_Helper/Camera
rotation_helper = $Rotation_Helper
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
process_input(delta)
process_movement(delta)
func process_input(delta):
# ----------------------------------
# Walking
dir = Vector3()
var cam_xform = camera.get_global_transform()
var input_movement_vector = Vector3()
if Input.is_action_pressed("move_forward"):
input_movement_vector.y += 1
if Input.is_action_pressed("move_backward"):
input_movement_vector.y -= 1
if Input.is_action_pressed("move_left"):
input_movement_vector.x -= 1
if Input.is_action_pressed("move_right"):
input_movement_vector.x += 1
input_movement_vector = input_movement_vector.normalized()
# Basis vectors are already normalized.
dir += -cam_xform.basis.z * input_movement_vector.y
dir += cam_xform.basis.x * input_movement_vector.x
# ----------------------------------
# ----------------------------------
# Jumping
if is_on_floor():
if Input.is_action_just_pressed("jump"):
vel.y = JUMP_SPEED
# ----------------------------------
# ----------------------------------
# Capturing/Freeing the cursor
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ----------------------------------
func process_movement(delta):
dir.y = 0
dir = dir.normalized()
vel.y += delta * GRAVITY
var hvel = vel
hvel.y = 0
var target = dir
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel * delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
# emit signal - playerinfo_updated
Events.emit_signal("player_transform_updated", $Rotation_Helper/Camera.get_global_translation(), $Rotation_Helper.global_rotation.y)
func _input(event):
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotation_helper.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = rotation_helper.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -70, 70)
rotation_helper.rotation_degrees = camera_rot