frame-of-mind/src/logic-scenes/player_controller/player_controller.gd

295 lines
9.7 KiB
GDScript

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_node_ready():
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:
await ready
camera.make_current()
jitter_strength = 1
else:
if is_node_ready() 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:
if State.reduce_motion:# or true:
$PlayerAnimationPlayer.play("reduced_crouch")
elif trigger_slow_crouch:# or true:
$PlayerAnimationPlayer.play("crouch")
trigger_slow_crouch = false
else:
$PlayerAnimationPlayer.play("fast_crouch")
crouched = set_crouching
elif (not set_crouching and crouched) and not crouch_held:
if can_stand_up():
if State.reduce_motion:# or true:
$PlayerAnimationPlayer.play("reduced_stand_up")
elif trigger_slow_crouch:# or true:
$PlayerAnimationPlayer.play("stand_up")
trigger_slow_crouch = false
else:
$PlayerAnimationPlayer.play("fast_stand_up")
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:
camera.fov = base_fov / (1 + Input.get_action_raw_strength("zoom_in_controller"))
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
# Variables to keep track of crouch state.
var trigger_slow_crouch: bool = false
var crouch_held: bool = false
var crouch_toggled: bool = false
var cround_start_time: float = 0
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"):
# Remember how long the key is held to tell apart toggle and hold behaviour.
cround_start_time = Time.get_unix_time_from_system()
if crouch_toggled:
cround_start_time = 0
#Causes the next release action to 100% stand up the player...
else:
crouch_held = true
crouched = true
elif event.is_action_released("crouch"):
crouch_held = false
# Toggles crouch in case the player just pressed the button indicating they want to toggle crouch.
if Time.get_unix_time_from_system() > cround_start_time + 0.5:
if crouched and can_stand_up():
crouch_toggled = false
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)
func _on_bed_enter(_body):
if not (crouched or on_crouch_cooldown):
trigger_slow_crouch = true
crouched = true
func _on_bed_exit(_body):
if crouched and not crouch_held:
trigger_slow_crouch = true
crouched = false
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