0.0.1
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fadea22b9d
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147
entities/player.gd
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147
entities/player.gd
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class_name Player
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extends CharacterBody3D
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const SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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@onready var camera_x: Node3D = $ViewY/ViewX
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@onready var camera: Camera3D = $ViewY/ViewX/View
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@onready var syringe: Node3D = $Syringe
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@onready var needle: Area3D = $Syringe/SyringeNeedle
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@onready var bag: Node3D = $Bag
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@onready var captured: Node3D = $Bag/Captured
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var hunter: bool = true
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var caught_player: Player = null
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var new_spawn: Vector3
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@export var health: int = 100
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func _ready() -> void:
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if is_multiplayer_authority():
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camera.current = true
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($HUD as Control).visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if hunter:
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syringe.visible = true
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bag.visible = true
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else:
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needle.monitoring = false
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func _physics_process(delta: float) -> void:
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# Zoom
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if Input.is_action_just_released("zoom_in") and camera.position.z > 0:
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camera.position.z += -1
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elif Input.is_action_just_released("zoom_out"):
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camera.position.z += 1
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if is_multiplayer_authority():
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# Focus
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if Input.is_action_just_pressed("unfocus"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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elif Input.is_action_just_pressed("focus"):
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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pass
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if visible:
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# Gravity
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Jumping
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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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# Movement
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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# Hunter specific
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if hunter:
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if Input.is_action_pressed("stab"):
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syringe.position.z -= 0.1
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else:
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syringe.position.z += 0.1
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syringe.position.z = clampf(syringe.position.z, -0.8, -0.3)
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if move_and_slide():
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pass
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func _unhandled_input(event: InputEvent) -> void:
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# Camera Movement
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if event is InputEventMouseMotion:
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var mouse_event: InputEventMouseMotion = event
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if is_multiplayer_authority():
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rotate_y(deg_to_rad(-mouse_event.relative.x))
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else:
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($ViewY as Node3D).rotate_y(deg_to_rad(-mouse_event.relative.x))
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camera_x.rotate_x(deg_to_rad(-mouse_event.relative.y))
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camera_x.rotation.x = clampf(camera_x.rotation.x, -1.6, 1.6)
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# Gets called when the Player gets stabbed by the syringe.
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func _on_stab(body: Node3D) -> void:
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if multiplayer.is_server() and body is Player and body.visible == true:
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var player: Player = body
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caught_player = player
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player.get_caught.rpc_id(player.get_multiplayer_authority(), camera.get_path())
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capture_player.rpc_id(get_multiplayer_authority(), player.get_path())
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($ReleaseTimer as Timer).start()
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# Player gets released through the timer
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func _on_release() -> void:
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if multiplayer.is_server():
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caught_player.go_free.rpc_id(caught_player.get_multiplayer_authority())
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released_player.rpc_id(get_multiplayer_authority())
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# This is called on any player that was just stabbed/caught.
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@rpc("any_peer", "call_local", "reliable")
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func get_caught(spectator_camera_path: NodePath) -> void:
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if multiplayer.get_remote_sender_id() == 1:
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var spectator_camera: Camera3D = get_node(spectator_camera_path)
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visible = false
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($Collision as CollisionShape3D).disabled = true
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spectator_camera.current = true
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new_spawn = position
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# This is called on any player when they go free.
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@rpc("any_peer", "call_local", "reliable")
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func go_free() -> void:
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if multiplayer.get_remote_sender_id() == 1:
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camera.current = true
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visible = true
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($Collision as CollisionShape3D).disabled = false
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position = new_spawn
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# This is called on any player when they go free.
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@rpc("any_peer", "call_local", "reliable")
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func get_imprisoned(coffin_path: NodePath) -> void:
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if multiplayer.get_remote_sender_id() == 1:
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var coffin: Coffin = get_node(coffin_path)
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camera.current = true
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position = coffin.position
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new_spawn = (coffin.get_node("RespawnPoint") as Node3D).position
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# This is called on any player that has just stabbed/caught another.
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@rpc("any_peer", "call_local", "reliable")
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func capture_player(player_path: NodePath) -> void:
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if multiplayer.get_remote_sender_id() == 1:
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var player: Player = get_node(player_path)
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caught_player = player
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captured.visible = true
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# This is called on any player that was just stabbed/caught.
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@rpc("any_peer", "call_local", "reliable")
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func released_player() -> void:
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if multiplayer.get_remote_sender_id() == 1:
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caught_player = null
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captured.visible = false
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# Damages the player
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@rpc("any_peer", "call_local", "reliable")
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func damage_player() -> void:
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if multiplayer.get_remote_sender_id() == 1:
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health -= 2
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($HUD/Health as Label).text = "Health: " + str(health)
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