forked from interstellar_development/freeftf
142 lines
3.9 KiB
GDScript
142 lines
3.9 KiB
GDScript
## Copyright (C) 2024 Patrick_Pluto
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##
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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, version 3.
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##
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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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##
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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
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var zoom = 0
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var player_no
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var npc = false
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var enabled = false
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var caught = false
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var captured_by
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var position_pre
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var got_person = false
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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player_no = Game.players
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Game.players += 1
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if Server.players_numbered[player_no] == multiplayer.get_unique_id():
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enabled = true
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$cam_y/Camera3D.current = true
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else:
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npc = true
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func _physics_process(delta):
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if $cam_y/Camera3D.position.z == 0:
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$cam_y.position.y = 1
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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$cam_y.position.y = 0
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if Input.is_action_just_pressed("escape"):
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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Game.reset()
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Server.reset()
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if enabled:
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if not is_on_floor():
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velocity.y -= gravity * delta
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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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var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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Server.sync_player.rpc(name, position, rotation)
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if caught and !npc:
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Server.sync_player.rpc(name, position, rotation)
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func _input(event):
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if !npc:
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if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0):
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var camera_rotation = event.relative * 0.01
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if $cam_y.rotation.x <= 1.6 && camera_rotation.y <= 0:
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$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
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elif $cam_y.rotation.x >= -1.6 && camera_rotation.y >= 0:
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$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
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if $cam_y.rotation.x >= 1.6:
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$cam_y.rotation.x = 1.6
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elif $cam_y.rotation.x <= -1.6:
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$cam_y.rotation.x = -1.6
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rotate(Vector3.DOWN, camera_rotation.x)
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func _unhandled_input(event):
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if !npc:
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if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
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zoom = -1
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$cam_y/Camera3D.position.z += zoom
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elif event.is_action_pressed("zoom_out") && $cam_y/Camera3D.position.z <= 20:
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zoom = 1
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$cam_y/Camera3D.position.z += zoom
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else:
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zoom = 0
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func beast_init():
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position.y += 10
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$detect_hit.monitoring = true
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$detect_hit.monitorable = true
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$detect_hit/CollisionShape3D.disabled = false
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$hammer_bag.visible = true
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func _on_detect_hit_body_entered(body):
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if enabled and body is CharacterBody3D and !got_person:
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Server.player_hit.rpc(body.name, name)
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func captured(beast):
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if !npc:
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$in_bag.visible = true
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$time_in_bag.start()
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visible = false
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enabled = false
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caught = true
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captured_by = beast
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position_pre = position
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position = Vector3(10000, 10000, 10000)
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func got_one(target):
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got_person = true
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$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = true
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func lost_one():
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got_person = false
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$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = false
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func _on_time_in_bag_timeout():
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visible = true
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if !npc:
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enabled = true
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caught = false
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captured_by.lost_one()
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position = position_pre
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$in_bag.visible = false
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func _on_show_fps_timeout():
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print(Engine.get_frames_per_second())
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