freeftf/scripts/movement.gd

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## freeftf
## Copyright (C) 2024 Patrick_Pluto
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##
## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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##
## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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##
## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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extends CharacterBody3D
var jump_velocity = 4.5
var speed = 7
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var zoom = 0
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var player_no
var npc = false
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var enabled = false
var caught = false
var captured_by
var position_pre
var got_person = false
var caught_body
var beast = false
var mouse_locked = true
var is_frozen = false
var hp = 100
var menu = preload("res://menus/game_menu.tscn")
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
player_no = Game.players
$nametag.text = Game.player_list[Game.player_list.keys()[player_no]]
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Game.players += 1
if Game.player_list.keys()[player_no] == multiplayer.get_unique_id():
if Game.settings["fps_counter"] == 1:
$fps_counter.show()
$health.show()
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enabled = true
$cam_y/Camera3D.current = true
$nametag.hide()
else:
npc = true
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func _physics_process(delta):
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if enabled:
if Input.is_action_just_pressed("jump") and is_on_floor() and $jump_timeout.is_stopped():
if beast:
speed -= 5
$jump_timeout.start()
velocity.y = jump_velocity
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if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("crouch") and !beast:
if $collision.rotation.x == 0:
$collision.rotation.x = deg_to_rad(-90)
speed -= 3
$cam_y.position.y = 0
else :
$collision.rotation.x = 0
speed += 3
$cam_y.position.y = 0.5
position.y += 1
if Input.is_action_pressed("click") and $hammer.rotation_degrees.x > 0:
$hammer.rotation_degrees.x -= 5
for id in Game.player_list:
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
elif $hammer.rotation_degrees.x < 90 and !Input.is_action_pressed("click"):
$hammer.rotation_degrees.x += 5
for id in Game.player_list:
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
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var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
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
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else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
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move_and_slide()
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if !npc:
for id in Game.player_list:
Client.rpc_id(id,"sync_player",name, position, rotation)
if mouse_locked and !has_node("./game_menu"):
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_action_just_pressed("escape"):
if has_node("./game_menu"):
get_node("./game_menu").free()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
var instance = menu.instantiate()
add_child(instance)
if Input.is_action_just_pressed("mouse_lock"):
mouse_locked = !mouse_locked
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func _input(event):
if !npc:
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if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0) and !has_node("./game_menu"):
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var camera_rotation = event.relative * 0.01
if $cam_y.rotation.x <= 1.6 && camera_rotation.y <= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
elif $cam_y.rotation.x >= -1.6 && camera_rotation.y >= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
if $cam_y.rotation.x >= 1.6:
$cam_y.rotation.x = 1.6
elif $cam_y.rotation.x <= -1.6:
$cam_y.rotation.x = -1.6
rotate(Vector3.DOWN, camera_rotation.x)
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func beast_init():
if !npc:
Game.is_beast = true
beast = true
speed += 2
position.y += 10
$hammer/CSGBox3D/detect_hit.monitoring = true
$hammer/CSGBox3D/detect_hit.monitorable = true
$hammer/CSGBox3D/detect_hit/CollisionShape3D.disabled = false
$hammer.show()
$bag.show()
func _on_detect_hit_body_entered(body):
if enabled and body is CharacterBody3D and !got_person:
for id in Game.player_list:
Client.rpc_id(id,"player_hit",body.name, name)
func captured(beast2):
if !npc:
$in_bag.visible = true
$time_in_bag.start()
visible = false
enabled = false
caught = true
captured_by = beast2
position_pre = position
position = Vector3(10000, 10000, 10000)
func got_one(target):
caught_body = target
got_person = true
$bag/CSGSphere3D.show()
func lost_one():
got_person = false
$bag/CSGSphere3D.hide()
func frozen():
visible = true
$in_bag.visible = false
is_frozen = true
enabled = false
func unfreeze():
is_frozen = false
if !npc:
enabled = true
caught = false
func _on_time_in_bag_timeout():
visible = true
if !npc:
enabled = true
caught = false
captured_by.lost_one()
captured_by = null
position = position_pre
$in_bag.visible = false
func _on_show_fps_timeout():
$fps_counter.text = "FPS: "+str(Engine.get_frames_per_second())
$health.text = "HP: "+str(hp)
func _on_jump_timeout_timeout():
speed += 5