first commit
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commit
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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|
|||
# Godot 4+ specific ignores
|
||||
.godot/
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|
|||
This is free and unencumbered software released into the public domain.
|
||||
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
distribute this software, either in source code form or as a compiled
|
||||
binary, for any purpose, commercial or non-commercial, and by any
|
||||
means.
|
||||
|
||||
In jurisdictions that recognize copyright laws, the author or authors
|
||||
of this software dedicate any and all copyright interest in the
|
||||
software to the public domain. We make this dedication for the benefit
|
||||
of the public at large and to the detriment of our heirs and
|
||||
successors. We intend this dedication to be an overt act of
|
||||
relinquishment in perpetuity of all present and future rights to this
|
||||
software under copyright law.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more information, please refer to <https://unlicense.org>
|
|
@ -0,0 +1,20 @@
|
|||
![](https://github.com/sammburr/Basic-FPS-Player-GODOT-4.0/blob/4929a04b2791b13184eea82ead9caaf57894be48/addons/Basic%20FPS%20Player/Assets/Basic%20FPS%20Player.png)
|
||||
|
||||
# Basic-FPS-Player-GODOT-4.0
|
||||
(`GDScript`) Godot 4.0 *very* basic FPS player controller with mouse and keyboard input for a kick start in your fps project.
|
||||
Current version **V1.2**
|
||||
- Basic walk + jump
|
||||
- Head bob
|
||||
- Mouse acceleration + smoothing
|
||||
- Easy action rebinding
|
||||
|
||||
## Installation
|
||||
See: [Youtube Installation Video](https://www.youtube.com/watch?v=-yS7S-bYY3s)
|
||||
|
||||
## Usage
|
||||
All relevant settings are exported to godot to tweak within the editor.
|
||||
|
||||
The character will only listen to mouse input when the mouse is captured;
|
||||
(`Input.mouse_mode = Input.MOUSE_MODE_CAPTURED`).
|
||||
|
||||
Enjoy! :)
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||||
|
||||
[node name="Head" type="Node3D" parent="Basic FPS Player" instance=ExtResource("2_uri1i")]
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|
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@ -0,0 +1,171 @@
|
|||
@tool
|
||||
extends CharacterBody3D
|
||||
|
||||
var BasicFPSPlayerScene : PackedScene = preload("basic_player_head.tscn")
|
||||
var addedHead = false
|
||||
|
||||
func _enter_tree():
|
||||
|
||||
if find_child("Head"):
|
||||
addedHead = true
|
||||
|
||||
if Engine.is_editor_hint() && !addedHead:
|
||||
var s = BasicFPSPlayerScene.instantiate()
|
||||
add_child(s)
|
||||
s.owner = get_tree().edited_scene_root
|
||||
addedHead = true
|
||||
|
||||
## PLAYER MOVMENT SCRIPT ##
|
||||
###########################
|
||||
|
||||
@export_category("Mouse Capture")
|
||||
@export var CAPTURE_ON_START := true
|
||||
|
||||
@export_category("Movement")
|
||||
@export_subgroup("Settings")
|
||||
@export var SPEED := 5.0
|
||||
@export var ACCEL := 50.0
|
||||
@export var IN_AIR_SPEED := 3.0
|
||||
@export var IN_AIR_ACCEL := 5.0
|
||||
@export var JUMP_VELOCITY := 4.5
|
||||
@export_subgroup("Head Bob")
|
||||
@export var HEAD_BOB := true
|
||||
@export var HEAD_BOB_FREQUENCY := 0.3
|
||||
@export var HEAD_BOB_AMPLITUDE := 0.01
|
||||
@export_subgroup("Clamp Head Rotation")
|
||||
@export var CLAMP_HEAD_ROTATION := true
|
||||
@export var CLAMP_HEAD_ROTATION_MIN := -90.0
|
||||
@export var CLAMP_HEAD_ROTATION_MAX := 90.0
|
||||
|
||||
@export_category("Key Binds")
|
||||
@export_subgroup("Mouse")
|
||||
@export var MOUSE_ACCEL := true
|
||||
@export var KEY_BIND_MOUSE_SENS := 0.005
|
||||
@export var KEY_BIND_MOUSE_ACCEL := 50
|
||||
@export_subgroup("Movement")
|
||||
@export var KEY_BIND_UP := "ui_up"
|
||||
@export var KEY_BIND_LEFT := "ui_left"
|
||||
@export var KEY_BIND_RIGHT := "ui_right"
|
||||
@export var KEY_BIND_DOWN := "ui_down"
|
||||
@export var KEY_BIND_JUMP := "ui_accept"
|
||||
|
||||
@export_category("Advanced")
|
||||
@export var UPDATE_PLAYER_ON_PHYS_STEP := true # When check player is moved and rotated in _physics_process (fixed fps)
|
||||
# Otherwise player is updated in _process (uncapped)
|
||||
|
||||
# Get the gravity from the project settings to be synced with RigidBody nodes.
|
||||
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
# To keep track of current speed and acceleration
|
||||
var speed = SPEED
|
||||
var accel = ACCEL
|
||||
|
||||
# Used when lerping rotation to reduce stuttering when moving the mouse
|
||||
var rotation_target_player : float
|
||||
var rotation_target_head : float
|
||||
|
||||
# Used when bobing head
|
||||
var head_start_pos : Vector3
|
||||
|
||||
# Current player tick, used in head bob calculation
|
||||
var tick = 0
|
||||
|
||||
func _ready():
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# Capture mouse if set to true
|
||||
if CAPTURE_ON_START:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
head_start_pos = $Head.position
|
||||
|
||||
func _physics_process(delta):
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# Increment player tick, used in head bob motion
|
||||
tick += 1
|
||||
|
||||
if UPDATE_PLAYER_ON_PHYS_STEP:
|
||||
move_player(delta)
|
||||
rotate_player(delta)
|
||||
|
||||
if HEAD_BOB:
|
||||
# Only move head when on the floor and moving
|
||||
if velocity && is_on_floor():
|
||||
head_bob_motion()
|
||||
reset_head_bob(delta)
|
||||
|
||||
func _process(delta):
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if !UPDATE_PLAYER_ON_PHYS_STEP:
|
||||
move_player(delta)
|
||||
rotate_player(delta)
|
||||
|
||||
func _input(event):
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# Listen for mouse movement and check if mouse is captured
|
||||
if event is InputEventMouseMotion && Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
set_rotation_target(event.relative)
|
||||
|
||||
func set_rotation_target(mouse_motion : Vector2):
|
||||
# Add player target to the mouse -x input
|
||||
rotation_target_player += -mouse_motion.x * KEY_BIND_MOUSE_SENS
|
||||
# Add head target to the mouse -y input
|
||||
rotation_target_head += -mouse_motion.y * KEY_BIND_MOUSE_SENS
|
||||
# Clamp rotation
|
||||
if CLAMP_HEAD_ROTATION:
|
||||
rotation_target_head = clamp(rotation_target_head, deg_to_rad(CLAMP_HEAD_ROTATION_MIN), deg_to_rad(CLAMP_HEAD_ROTATION_MAX))
|
||||
|
||||
func rotate_player(delta):
|
||||
if MOUSE_ACCEL:
|
||||
# Shperical lerp between player rotation and target
|
||||
quaternion = quaternion.slerp(Quaternion(Vector3.UP, rotation_target_player), KEY_BIND_MOUSE_ACCEL * delta)
|
||||
# Same again for head
|
||||
$Head.quaternion = $Head.quaternion.slerp(Quaternion(Vector3.RIGHT, rotation_target_head), KEY_BIND_MOUSE_ACCEL * delta)
|
||||
else:
|
||||
# If mouse accel is turned off, simply set to target
|
||||
quaternion = Quaternion(Vector3.UP, rotation_target_player)
|
||||
$Head.quaternion = Quaternion(Vector3.RIGHT, rotation_target_head)
|
||||
|
||||
func move_player(delta):
|
||||
# Check if not on floor
|
||||
if not is_on_floor():
|
||||
# Reduce speed and accel
|
||||
speed = IN_AIR_SPEED
|
||||
accel = IN_AIR_ACCEL
|
||||
# Add the gravity
|
||||
velocity.y -= gravity * delta
|
||||
else:
|
||||
# Set speed and accel to defualt
|
||||
speed = SPEED
|
||||
accel = ACCEL
|
||||
|
||||
# Handle Jump.
|
||||
if Input.is_action_just_pressed(KEY_BIND_JUMP) and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
var input_dir = Input.get_vector(KEY_BIND_LEFT, KEY_BIND_RIGHT, KEY_BIND_UP, KEY_BIND_DOWN)
|
||||
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
|
||||
velocity.x = move_toward(velocity.x, direction.x * speed, accel * delta)
|
||||
velocity.z = move_toward(velocity.z, direction.z * speed, accel * delta)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func head_bob_motion():
|
||||
var pos = Vector3.ZERO
|
||||
pos.y += sin(tick * HEAD_BOB_FREQUENCY) * HEAD_BOB_AMPLITUDE
|
||||
pos.x += cos(tick * HEAD_BOB_FREQUENCY/2) * HEAD_BOB_AMPLITUDE * 2
|
||||
$Head.position += pos
|
||||
|
||||
func reset_head_bob(delta):
|
||||
# Lerp back to the staring position
|
||||
if $Head.position == head_start_pos:
|
||||
pass
|
||||
$Head.position = lerp($Head.position, head_start_pos, 2 * (1/HEAD_BOB_FREQUENCY) * delta)
|
|
@ -0,0 +1,8 @@
|
|||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
func _enter_tree():
|
||||
add_custom_type("Basic FPS Player", "CharacterBody3D", preload("Src/basic_player_startup.gd"), preload("Assets/Basic FPS Player.svg"))
|
||||
|
||||
func _exit_tree():
|
||||
remove_custom_type("Basic FPS Player")
|
|
@ -0,0 +1,11 @@
|
|||
[plugin]
|
||||
|
||||
name="Basic FPS Player"
|
||||
description="Adds the \"Basic FPS Player\" node, to kick start any FPS project.
|
||||
Currently version V1.2, features include:
|
||||
- Basic walk and jump
|
||||
- Mouse acceleration
|
||||
- Head bob "
|
||||
author="sammburr"
|
||||
version="V1.2"
|
||||
script="basic_fps_player.gd"
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,22 @@
|
|||
[remap]
|
||||
|
||||
importer="wavefront_obj"
|
||||
importer_version=1
|
||||
type="Mesh"
|
||||
uid="uid://o5s6as3dy3fu"
|
||||
path="res://.godot/imported/hq2_ambience.obj-cbff3595b55da377d76c5b11b247d7e0.mesh"
|
||||
|
||||
[deps]
|
||||
|
||||
files=["res://.godot/imported/hq2_ambience.obj-cbff3595b55da377d76c5b11b247d7e0.mesh"]
|
||||
|
||||
source_file="res://hq2_ambience.obj"
|
||||
dest_files=["res://.godot/imported/hq2_ambience.obj-cbff3595b55da377d76c5b11b247d7e0.mesh", "res://.godot/imported/hq2_ambience.obj-cbff3595b55da377d76c5b11b247d7e0.mesh"]
|
||||
|
||||
[params]
|
||||
|
||||
generate_tangents=true
|
||||
scale_mesh=Vector3(1, 1, 1)
|
||||
offset_mesh=Vector3(0, 0, 0)
|
||||
optimize_mesh=true
|
||||
force_disable_mesh_compression=false
|
|
@ -0,0 +1 @@
|
|||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 813 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H447l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c3 34 55 34 58 0v-86c-3-34-55-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
|
After Width: | Height: | Size: 950 B |
|
@ -0,0 +1,37 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cpdh748nyf5k6"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
|
@ -0,0 +1,9 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://bmsy8kkc7wvr"]
|
||||
|
||||
[sub_resource type="MultiMesh" id="MultiMesh_3j8n4"]
|
||||
transform_format = 1
|
||||
|
||||
[node name="Map_MultiMeshInstance3D" type="Node3D"]
|
||||
|
||||
[node name="MultiMeshInstance3D" type="MultiMeshInstance3D" parent="."]
|
||||
multimesh = SubResource("MultiMesh_3j8n4")
|
|
@ -0,0 +1,28 @@
|
|||
[gd_scene load_steps=5 format=3 uid="uid://djd50mu74rdrt"]
|
||||
|
||||
[ext_resource type="ArrayMesh" uid="uid://o5s6as3dy3fu" path="res://hq2_ambience.obj" id="1_5rg6w"]
|
||||
[ext_resource type="Script" path="res://addons/Basic FPS Player/Src/basic_player_startup.gd" id="2_0tu55"]
|
||||
[ext_resource type="PackedScene" uid="uid://kmyakts4l64t" path="res://addons/Basic FPS Player/Src/basic_player_head.tscn" id="3_rqf4k"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_4ycap"]
|
||||
|
||||
[node name="map_CSGMesh3D" type="Node3D"]
|
||||
|
||||
[node name="CSGMesh3D" type="CSGMesh3D" parent="."]
|
||||
use_collision = true
|
||||
mesh = ExtResource("1_5rg6w")
|
||||
|
||||
[node name="Basic FPS Player" type="CharacterBody3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -326.846, 0)
|
||||
script = ExtResource("2_0tu55")
|
||||
|
||||
[node name="Head" type="Node3D" parent="Basic FPS Player" instance=ExtResource("3_rqf4k")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Basic FPS Player"]
|
||||
shape = SubResource("CapsuleShape3D_4ycap")
|
||||
|
||||
[node name="OmniLight3D" type="OmniLight3D" parent="Basic FPS Player"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 326.846, 0)
|
||||
light_energy = 10.0
|
||||
omni_range = 100.0
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://bq3jmss704f3q"]
|
||||
|
||||
[ext_resource type="ArrayMesh" uid="uid://o5s6as3dy3fu" path="res://hq2_ambience.obj" id="1_dhp4u"]
|
||||
|
||||
[node name="Map_MeshInstance3D" type="Node3D"]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = ExtResource("1_dhp4u")
|
|
@ -0,0 +1,25 @@
|
|||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="HQA"
|
||||
run/main_scene="res://map_CSGMesh3D.tscn"
|
||||
config/features=PackedStringArray("4.2", "GL Compatibility")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/Basic FPS Player/plugin.cfg")
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
Loading…
Reference in New Issue