class_name Player extends RigidBody3D var has_stage: bool = false: set(on_stage): print("%s player controller take stage" % "True: " if on_stage else "false") if has_stage != on_stage: if on_stage: has_stage = true if is_inside_tree(): camera.make_current() get_viewport().gui_release_focus() Input.mouse_mode = Input.MOUSE_MODE_CAPTURED var jitter_tween: Tween = create_tween() jitter_tween.tween_property(self, "jitter_strength", 1, 1) if has_entered: emit_signal("ui_exited") elif has_stage: camera.current = true jitter_strength = 1 else: if is_inside_tree() and has_stage: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE var jitter_tween: Tween = create_tween() jitter_tween.tween_property(self, "jitter_strength", 0, 0.5) if has_entered: emit_signal("ui_exited") else: jitter_strength = 0 has_stage = false print("player controller %s take stage" % "did" if has_stage else "didn't") sleeping = has_stage @export var mouse_sensitivity: Vector2 = Vector2(6, 5) @export_range (0, 10) var max_speed: float = 3 @export_range (0, 10) var max_acceleration: float = 5 @export_range (0, 20) var damp: float = 10 @export_range (0.1, 1) var mouse_jerk:float = 0.5 @export_range (10, 100) var gamepad_response = 50 @export_range (50, 500) var mouse_jerk_rejection = 200 @export var max_angle:float = 75 @export var camera_jitter_speed:float = 3 @export var angular_jitter:Vector3 = Vector3(0.1, 0, 0.05) @export var angular_jitter_speed:Vector3 = Vector3(2, 1, 1) @export var location_jitter:Vector3 = Vector3(0.05, 0.05, 0.05) @export var location_jitter_speed:Vector3 = Vector3(2, 0.3, 1) var jitter_strength: float = 0 var loc_noise_spot: Vector3 = Vector3.ZERO var rot_noise_spot: Vector3 = Vector3.ZERO var rotation_speed: Vector2 = Vector2.ZERO var current_mouse_rotation: Vector2 = Vector2.ZERO var noise: Noise = FastNoiseLite.new() var crouched:bool = false: set(set_crouching): if is_node_ready(): if set_crouching and not crouched: $PlayerAnimationPlayer.play("crouch") crouched = set_crouching elif (not set_crouching and crouched) and not crouch_held: if can_stand_up(): $PlayerAnimationPlayer.play("stand_up") crouch_toggled = false crouched = set_crouching 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 @onready var focus_ray: RayCast3D = $Yaw/Pitch/Mount/Camera3D/RayCast3D @onready var ui_prober: Area3D = $Yaw/Pitch/Mount/Camera3D/UiProber @onready var base_fov = camera.fov var zoomed:bool = false: set(zoom): if zoomed != zoom: if zoom: var zoom_tween = create_tween() zoom_tween.tween_property(camera, "fov", base_fov*0.5, 0.5) else: var zoom_tween = create_tween() zoom_tween.tween_property(camera, "fov", base_fov, 0.5) zoomed = zoom signal ui_entered signal ui_exited func _ready(): _handle_jitter(0) ui_prober.area_entered.connect(_on_ray_entered) ui_prober.area_exited.connect(_on_ray_exited) $CrouchDetector.area_exited.connect(exit_crouch) func _process(_delta): if has_stage: if has_entered: if focus_ray.get_collider() == null: pass #emit_signal("ui_exited") #dhas_entered = false if Input.is_action_just_pressed("ui_accept"): State.pass_stage_to(focus_ray.get_collider()) else: if Input.is_action_just_pressed("zoom_in_controller"): zoomed = true elif Input.is_action_just_released("zoom_in_controller"): zoomed = false var has_entered:bool = false: set(val): if val != has_entered: if val: ui_entered.emit() else: ui_exited.emit() has_entered = val if not has_entered: delay_passed = false var delay_passed:bool = false func _on_ray_entered(_area): if not has_entered: var collision_object = focus_ray.get_collider() if collision_object is InteractiveSprite: has_entered = collision_object.try_reveal(self) await get_tree().create_timer(1.0).timeout if focus_ray.get_collider() is InteractiveSprite: delay_passed = true else: has_entered = false else: print("You are standing in front of a wall") func _on_ray_exited(area): if delay_passed and area is InteractiveSprite: has_entered = false func _physics_process(delta:float): if has_stage: _handle_movement(delta) _handle_rotation(delta) if jitter_strength > 0 and not State.reduce_motion: _handle_jitter(delta) func _handle_movement(delta:float): var input:Vector2 = Vector2(Input.get_action_strength("player_right") - Input.get_action_strength("player_left"), Input.get_action_strength("player_backwards")*0.8 - Input.get_action_strength("player_forwards")) if input.length()>1: input = input.normalized() var direction: Vector3 = Vector3(input.x, 0, input.y) direction = yaw.global_transform.basis.x * direction.x + transform.basis.y * direction.y + yaw.global_transform.basis.z * direction.z if linear_velocity.length() > (linear_velocity + (direction*max_speed - linear_velocity)).length(): direction = Vector3.ZERO else: direction *= (direction*max_speed - linear_velocity).length()*max_acceleration linear_damp = damp * max(0.5, 1 - input.length()) apply_central_impulse(direction*delta) func _handle_rotation(delta:float): var smoothness = min(3, 60.0/Engine.get_frames_per_second()) var input_speed = Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response if current_mouse_rotation.length()>0: input_speed = current_mouse_rotation current_mouse_rotation = Vector2.ZERO rotation_speed = rotation_speed * (1-mouse_jerk*smoothness) + input_speed * mouse_jerk * smoothness if rotation_speed.y > 0 and pitch.rotation_degrees.x < 0: rotation_speed.y *= 1-pow(pitch.rotation_degrees.x/-max_angle, 4) elif rotation_speed.y < 0 and pitch.rotation_degrees.x > 0 : rotation_speed.y *= 1-pow(pitch.rotation_degrees.x/max_angle, 4) yaw.rotate_y(deg_to_rad(-rotation_speed.x * delta * mouse_sensitivity.x)) pitch.rotate_x(deg_to_rad(-rotation_speed.y * delta * mouse_sensitivity.y)) func _handle_jitter(delta): loc_noise_spot += Vector3(delta * camera_jitter_speed * location_jitter_speed) rot_noise_spot += Vector3(delta * camera_jitter_speed * angular_jitter_speed) pitch.position = Vector3( 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 * jitter_strength if not State.reduce_motion: 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 * jitter_strength func _handle_mouse_input(event:InputEventMouseMotion): if event.relative.length() < mouse_jerk_rejection: current_mouse_rotation = event.relative func _input(event:InputEvent): if Scenes.current_sequence != -1: return if has_stage and Scenes.current_sequence == -1: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: _handle_mouse_input(event) get_viewport().set_input_as_handled() if event is InputEventMouseButton and event.pressed: if Input.is_action_just_pressed("zoom_in_mouse"): zoomed = true elif Input.is_action_just_pressed("zoom_out_mouse"): zoomed = false if event.is_action_pressed("collect_memento_ui") or event.is_action_pressed("option_memento_ui"): if focus_ray.is_colliding(): focus_ray.get_collider().handle(event) get_viewport().set_input_as_handled() if event.is_action_pressed("crouch"): cround_start_time = Time.get_unix_time_from_system() crouch_held = true if crouch_toggled: crouched = false #crouch_toggled is being released by crouch setter else: crouched = true if event.is_action_released("crouch"): crouch_held = false if Time.get_unix_time_from_system() > cround_start_time + 0.5: if crouched: crouched = false else: crouch_toggled = true func play_scene(id: int, _repeat): if id == Scenes.id.YOUTH_DRAEVEN: var rotation_tween = create_tween() func scene_finished(_id, repeat: bool): if repeat: State.take_stage(self, true) var crouch_held: bool = false var crouch_toggled: bool = false var cround_start_time: float = 0 func _on_bed_enter(_body): return if not (crouched or on_crouch_cooldown): $PlayerAnimationPlayer.queue("crouch") var tween = create_tween() tween.tween_property(self, "max_speed", max_speed/2, 0.3) crouched = true func _on_bed_exit(_body): return if crouched: crouched = false $PlayerAnimationPlayer.queue("stand_up") 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 var inside_crouch_volume: Array[CrouchVolume] = [] #returns true, if the player character can stand upright. func can_stand_up() -> bool: for area: Area3D in $CrouchDetector.get_overlapping_areas(): if area is CrouchVolume: return false return true func exit_crouch(body): if body is Area3D: crouched = false