Camera jutter depends on if player is active

This commit is contained in:
betalars 2023-03-27 00:30:27 +02:00
parent 16b4c36f26
commit d328bfcc15
1 changed files with 26 additions and 11 deletions

View File

@ -14,6 +14,7 @@ extends RigidBody3D
@export var angular_jitter_speed:Vector3 = Vector3(2, 1, 1)
@export var location_jitter:Vector3 = Vector3(0.1, 0.1, 0.1)
@export var location_jitter_speed:Vector3 = Vector3(3, 0.3, 1)
var jitter_strength: float = 0
var loc_noise_spot: Vector3 = Vector3.ZERO
var rot_noise_spot: Vector3 = Vector3.ZERO
@ -23,27 +24,34 @@ var current_mouse_rotation: Vector2 = Vector2.ZERO
var mouse_sensitivity: Vector2 = Vector2(3, 3)
var noise: Noise = FastNoiseLite.new()
var crouched:bool = false
var on_crouch_cooldown:bool = false
@onready var yaw:Node3D = $Yaw
@onready var pitch:Node3D = $Yaw/Pitch
@onready var mount:Node3D = $Yaw/Pitch/Mount
@onready var camera:Camera3D = $Yaw/Pitch/Mount/Camera3D
func set_active(activate):
active = activate
if !is_inside_tree(): return
if activate:
camera.make_current()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
var jitter_tween: Tween = create_tween()
jitter_tween.tween_property(self, "jitter_strength", 1, 1)
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
var jitter_tween: Tween = create_tween()
jitter_tween.tween_property(self, "jitter_strength", 0, 0.5)
sleeping = active
func _ready():
if active:
set_active(active)
jitter_strength = 1
_handle_jitter(0)
func _process(delta):
if Input.is_action_just_pressed("ui_cancel"):
@ -52,7 +60,7 @@ func _process(delta):
func _physics_process(delta:float):
_handle_movement(delta)
_handle_rotation(delta)
_handle_jitter(delta)
if jitter_strength > 0: _handle_jitter(delta)
func _handle_movement(delta:float):
var input:Vector2 = Vector2(Input.get_action_strength("player_right") - Input.get_action_strength("player_left"),
@ -100,13 +108,13 @@ func _handle_jitter(delta):
noise.get_noise_1d(loc_noise_spot.x),
noise.get_noise_1d(loc_noise_spot.y),
noise.get_noise_1d(loc_noise_spot.z)
) * location_jitter
) * location_jitter * jitter_strength
mount.rotation = Vector3(
noise.get_noise_1d(rot_noise_spot.x),
noise.get_noise_1d(rot_noise_spot.y),
noise.get_noise_1d(rot_noise_spot.z)
) * angular_jitter
) * angular_jitter * jitter_strength
func _handle_mouse_input(event:InputEventMouseMotion):
@ -118,15 +126,22 @@ func _unhandled_input(event:InputEvent):
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_input(event)
func _on_bed_enter(body):
if not crouched:
func _on_bed_enter(_body):
if not (crouched or on_crouch_cooldown):
$PlayerAnimationPlayer.queue("crouch")
max_speed *= .5
var tween = create_tween()
tween.tween_property(self, "max_speed", max_speed/2, 0.3)
crouched = true
func _on_bed_exited(body):
func _on_bed_exit(_body):
if crouched:
crouched = false
$PlayerAnimationPlayer.queue("stand_up")
await $PlayerAnimationPlayer.animation_finished
max_speed *= 2
var tween = create_tween()
tween.tween_property(self, "max_speed", max_speed*2, 1)
on_crouch_cooldown = true
await get_tree().create_timer(1.0).timeout
on_crouch_cooldown = false