Player.gd 7.0 KB

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  1. #Johann Massyn, 23/06/2019
  2. #Godot (3.1) 3D Player movement script
  3. #Atatch script to 3d node with following structure
  4. #Kinematic body: Player
  5. # - CollisionShape: CollisionShape
  6. # - Camera: Camera
  7. extends KinematicBody
  8. export (bool) var can_move = true #Alow player to input movment.
  9. export (bool) var can_sprint = true #Alow player to toggle sprint movment.
  10. export (float) var move_speed = 8 #Players movement speed
  11. export (float) var move_speed_sprint = 16#16 #Players sprint movement speed
  12. export (bool) var move_sprint = false #Player sprinting toggle
  13. export (float) var move_speed_max = 200 #Player maximum velocity
  14. export (float) var move_acceleration = 7 #Players acceleration to movment speed
  15. export (float) var move_deacceleration = 10 #Players deacceleration from movment speed
  16. export (bool) var mouse_captured = true #Toggles mouse captured mode
  17. export (float) var mouse_sensitivity_x = 0.3 #Mouse sensitivity X axis
  18. export (float) var mouse_sensitivity_y = 0.3 #Mouse sensitivity Y axis
  19. export (float) var mouse_max_up = 45 #Mouse max look angle up
  20. export (float) var mouse_max_down = -50 #Mouse max look angle down
  21. export (float) var jump_speed = 6 #Players jumps speed
  22. export (float) var jump_speed_sprint = 12 #Players jumps speed
  23. export (bool) var allow_fall_input = true #Alow player to input movment when falling
  24. export (bool) var stop_on_slope = false #Toggle sliding on slopes
  25. export (float) var max_slides = 4 #Maximum of slides
  26. export (float) var floor_max_angle = 60 #Maximum slop angle player can traverse
  27. export (bool) var infinite_inertia = false #Toggle infinite inertia
  28. export (float) var gravaty = 1.625 #9.81 #Gravaty acceleration
  29. #export (Vector3) var gravaty_vector = Vector3(0, -1, 0) #Gravaty normal direction vector
  30. #export (Vector3) var floor_normal = Vector3(0, 1, 0) #Floor normal direction vector
  31. #export (Vector3) var jump_vector = Vector3(0, 1, 0) #Jump normal direction vector
  32. export (Vector3) var velocity = Vector3(0, 0, 0) #Initial velocity
  33. onready var up = global_transform.origin.normalized()
  34. onready var forward = global_transform.basis.y
  35. onready var right = forward.cross(up).normalized()
  36. export (int) var move_mode = 0
  37. enum moveMode {MODE_NORMAL, MODE_HOVER, MODE_FLY}
  38. func _ready():
  39. if mouse_captured:
  40. Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
  41. pass
  42. func moveTo(pos = Vector3()):
  43. if pos.z == 0:
  44. pos.z = 1737.4
  45. move_and_slide(Common.latLonToGlobal(Vector3(pos.x,pos.y,pos.z)), Vector3.UP)
  46. func getSpos():
  47. var sPos = Common.globalToLatLon(self.global_transform.origin)
  48. sPos.y = Common.relativeToAbsolute(sPos.y)
  49. return sPos
  50. func _process(delta):
  51. var pos = self.global_transform.origin
  52. .get_parent().get_node("UI/1").text="x:%s y:%s z:%s" %[pos.x, pos.y, pos.z]
  53. .get_parent().get_node("UI/2").text="latlonhight: "+str(getSpos())+","+str(pos.length())
  54. .get_parent().get_node("UI/3").text="vel: %s" % velocity
  55. .get_parent().get_node("UI/4").text="mode: %s" % move_mode
  56. #floor_normal = pos.normalized()
  57. #gravaty_vector = floor_normal * -1
  58. #self.transform.basis.y = floor_normal
  59. #rotation_degrees.x = 90
  60. func _physics_process(delta):
  61. up = global_transform.origin.normalized()
  62. right = forward.cross(up).normalized()
  63. forward = up.cross(right).normalized()
  64. transform.basis = Basis(right, up, -forward)
  65. # we differentialte the y portion to apply a different speed (jump_speed)
  66. var horDir = Vector3()
  67. var vertDir = Vector3()
  68. match move_mode:
  69. moveMode.MODE_FLY:
  70. horDir = forward
  71. moveMode.MODE_HOVER:
  72. horDir = -velocity * 0.5
  73. if can_move and (is_on_floor() or allow_fall_input):
  74. #Left
  75. if Input.is_action_pressed("move_left"):
  76. horDir -= right
  77. #Right
  78. if Input.is_action_pressed("move_right"):
  79. horDir += right
  80. #Forward
  81. if Input.is_action_pressed("move_forward"):
  82. horDir += forward
  83. #Backwards
  84. if Input.is_action_pressed("move_backward"):
  85. horDir -= forward
  86. # Jump
  87. #if is_on_floor():
  88. #if Input.is_action_pressed("move_up"):
  89. # dir += up
  90. if Input.is_action_pressed("move_down"):
  91. vertDir -= up
  92. #Jump
  93. if Input.is_action_pressed("move_up"):# and is_on_floor():
  94. vertDir += up
  95. #Sprint toggle
  96. if can_sprint and Input.is_action_just_pressed("move_sprint"): #and is_on_floor():
  97. move_sprint = true
  98. move_speed_max = 600
  99. if can_sprint and not Input.is_action_pressed("move_sprint"): #and is_on_floor():
  100. move_sprint = false
  101. move_speed_max = 200
  102. #Hover toggle
  103. if Input.is_action_just_pressed("hover_mode"):
  104. if move_mode != moveMode.MODE_HOVER:
  105. move_mode = moveMode.MODE_HOVER
  106. else:
  107. move_mode = moveMode.MODE_NORMAL
  108. #Fly toggle
  109. if Input.is_action_just_pressed("fly_mode"):
  110. if move_mode != moveMode.MODE_FLY:
  111. move_mode = moveMode.MODE_FLY
  112. else:
  113. move_mode = moveMode.MODE_NORMAL
  114. if move_mode == moveMode.MODE_NORMAL and horDir+vertDir == Vector3(0, 0, 0):
  115. # in NORMAL MODE velocity stays unchanged without input
  116. pass
  117. else:
  118. #velocity = velocity.linear_interpolate(horDir * (move_speed_sprint if move_sprint else move_speed)
  119. # + vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
  120. velocity += (horDir * (move_speed_sprint if move_sprint else move_speed)
  121. + vertDir * (jump_speed_sprint if move_sprint else jump_speed)) * move_acceleration * delta
  122. #velocity = velocity.linear_interpolate(vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
  123. #if !is_on_floor():
  124. #velocity -= up * gravaty
  125. # limit Speed
  126. if velocity.length() > move_speed_max:
  127. velocity = velocity.normalized() * move_speed_max
  128. move_and_slide(velocity, up)
  129. #var collide = move_and_collide(velocity, true, true, true)
  130. #if collide:
  131. # velocity = Vector3()
  132. #else:
  133. # transform.origin += velocity
  134. #Smooth movement
  135. #dir = transform.basis.xform(dir.normalized()) * (move_speed_sprint if move_sprint else move_speed)
  136. #if is_on_floor() or dir != Vector3(0, 0, 0):
  137. # var acceleration = move_acceleration if dir.dot(velocity) else move_deacceleration
  138. # var vp = gravaty_vector.normalized() * velocity.dot(gravaty_vector)
  139. # velocity = (velocity - vp).linear_interpolate(dir, acceleration * delta) + vp
  140. #Gravaty
  141. #if !is_on_floor():
  142. # velocity += gravaty_vector * gravaty * delta
  143. #Player move
  144. #move_and_slide(velocity, floor_normal, stop_on_slope, max_slides, deg2rad(floor_max_angle), infinite_inertia)
  145. #Player orientation
  146. #var spos = Common.globalToLatLon(self.global_transform.origin)
  147. #global_rotate(Vector3(1,0,0), deg2rad(spos.x))
  148. #global_rotate(Vector3(0,1,0), deg2rad(spos.y))
  149. func _input(event):
  150. #Mouse movement
  151. if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
  152. #rotate_y(deg2rad(-event.relative.x * mouse_sensitivity_x))
  153. forward = forward.rotated(up, deg2rad(-event.relative.x * mouse_sensitivity_x))
  154. #rotate_y(deg2rad(-event.relative.x * mouse_sensitivity_x))
  155. #self.rotation_degrees.y += -event.relative.x * mouse_sensitivity_x
  156. $Camera.rotation_degrees.x = clamp($Camera.rotation_degrees.x + -event.relative.y * mouse_sensitivity_y, mouse_max_down, mouse_max_up)
  157. pass