This commit is contained in:
2022-12-05 19:12:17 +01:00
commit 0afe0c4cbd
20 changed files with 354 additions and 0 deletions

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src/essential.cs Normal file
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using Godot;
using System;
public partial class essential : Node
{
public override void _Ready()
{
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("fullscreen"))
{
if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
else DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
}
}
}

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src/player.cs Normal file
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using Godot;
using System;
using System.Diagnostics;
public partial class player : CharacterBody3D
{
public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f;
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
[Export (PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
[Export (PropertyHint.Range, "-90,0,1")] float minCamPitch = -90f;
[Export (PropertyHint.Range, "0,90,1")] float maxCamPitch = 90f;
public Marker3D cameraCenter;
public Camera3D camera;
public Vector3 camPosition;
public Vector3 playerResetPosition;
public override void _Ready()
{
cameraCenter = GetNode<Marker3D>("camera_center");
camera = GetNode<Camera3D>("camera_center/spring_arm/camera");
mouseSensitivity = mouseSensitivity * 0.005f;
Input.MouseMode = Input.MouseModeEnum.Captured;
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//has to be disabled when the game has a pause menu
if (Input.IsActionJustPressed("move_forward"))
{
playerResetPosition = Rotation;
camPosition = cameraCenter.Rotation;
playerResetPosition.y = camPosition.y;
Rotation = playerResetPosition / 2;
Vector3 cameraResetPosition = cameraCenter.Rotation;
cameraCenter.Rotation = new Vector3 (cameraResetPosition.x,0,0); //resetpositions doesnt work because of fucking radians delete them fucking idiots
}
}
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
if (!IsOnFloor())
velocity.y -= gravity * (float)delta;
if (Input.IsActionJustPressed("move_jump") && IsOnFloor())
velocity.y = JumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.x = direction.x * Speed;
velocity.z = direction.z * Speed;
}
else
{
velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
if(@event is InputEventMouseMotion motionEvent && Input.MouseMode == Input.MouseModeEnum.Captured)
{
Vector3 generalRot = Rotation;
if (Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity;
Rotation = generalRot;
generalRot = cameraCenter.Rotation;
if (!Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity;
generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch);
cameraCenter.Rotation = generalRot;
generalRot = cameraCenter.Rotation;
}
}
}