freeftf/scripts/movement.gd
patrick_pluto 812821b510 Milestone 2: Beast
This update to the code adds a fully working beast, which is randomly selected and can capture any of the other players.
2024-08-03 16:10:14 +02:00

127 lines
3.5 KiB
GDScript

## Copyright (C) 2024 Patrick_Pluto
##
## 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, version 3.
##
## 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.
##
## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var zoom = 0
var player_no
var npc = false
var enabled = false
var caught = false
var captured_by
var position_pre
var got_person = false
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
player_no = Game.players
Game.players += 1
if Server.players_numbered[player_no] == multiplayer.get_unique_id():
enabled = true
$cam_y/Camera3D.current = true
else:
npc = true
func _physics_process(delta):
if enabled:
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
Server.sync_player.rpc(name, position, rotation)
if caught and !npc:
Server.sync_player.rpc(name, position, rotation)
func _input(event):
if !npc:
if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0):
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)
func _unhandled_input(event):
if !npc:
if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
zoom = -1
$cam_y/Camera3D.position.z += zoom
elif event.is_action_pressed("zoom_out") && $cam_y/Camera3D.position.z <= 20:
zoom = 1
$cam_y/Camera3D.position.z += zoom
else:
zoom = 0
func beast_init():
position.y += 10
$detect_hit.monitoring = true
$detect_hit.monitorable = true
$detect_hit/CollisionShape3D.disabled = false
$hammer_bag.visible = true
func _on_detect_hit_body_entered(body):
if enabled and body is CharacterBody3D and !got_person:
Server.player_hit.rpc(body.name, name)
func captured(beast):
if !npc:
$in_bag.visible = true
print(beast)
$time_in_bag.start()
visible = false
enabled = false
caught = true
captured_by = beast
position_pre = position
position = Vector3(10000, 10000, 10000)
func got_one(target):
got_person = true
$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = true
func lost_one():
got_person = false
$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = false
func _on_time_in_bag_timeout():
visible = true
if !npc:
enabled = true
caught = false
captured_by.lost_one()
position = position_pre
$in_bag.visible = false