started rewriting player controller

This commit is contained in:
2022-12-09 22:30:05 +01:00
parent b96bbbb1b5
commit 57e7095697
4 changed files with 22 additions and 56 deletions

View File

@@ -69,6 +69,10 @@ uncapture_mouse={
]
}
[physics]
3d/default_gravity=12.0
[rendering]
anti_aliasing/quality/msaa_3d=2

View File

@@ -71,3 +71,8 @@ transform = Transform3D(0.994703, -0.00611287, -0.102607, 0.101106, 0.238088, 0.
shadow_enabled = true
[node name="player" parent="." instance=ExtResource("1_1hi18")]
JumpVelocity = null
gravity = null
mouseSensitivity = null
minCamPitch = null
maxCamPitch = null

View File

@@ -53,10 +53,10 @@ shape = SubResource("CapsuleShape3D_bfc1o")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 0.999999, 0, 1.2, 0)
[node name="spring_arm" type="SpringArm3D" parent="camera_center"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, -5.96046e-08, 1, 0, 0, -0.5)
transform = Transform3D(1, 0, 0, 0, 0.992593, 0.121488, 0, -0.121488, 0.992593, 0, 0.167049, -0.637988)
shape = SubResource("SeparationRayShape3D_31c1r")
spring_length = 6.0
[node name="camera" type="Camera3D" parent="camera_center/spring_arm"]
transform = Transform3D(1, 1.54914e-09, -6.87955e-10, -1.62981e-09, 0.990268, -0.139173, 4.65661e-10, 0.139173, 0.990269, 0, 0.0182246, 6.09616)
transform = Transform3D(1, 1.54914e-09, -6.87954e-10, -1.62981e-09, 0.990268, -0.139173, 4.65661e-10, 0.139173, 0.990269, 0, 0.0182246, 6.09616)
current = true

View File

@@ -3,79 +3,36 @@ using System;
public partial class player : CharacterBody3D
{
public float gotDelta;
public const float Speed = 5.0f;
[Export] float JumpVelocity = 5.5f;
[Export] float gravity = 14f;
[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;
//TODO: Add camera max rotation on ground (Preventing turning camera to upside down)
//TODO: just rotate model not just everything
//NOTICE: Since Beta 7 of Godot 4 the turning isn't smooth anymore
public override void _Ready()
{
cameraCenter = GetNode<Marker3D>("camera_center");
camera = GetNode<Camera3D>("camera_center/spring_arm/camera");
mouseSensitivity = mouseSensitivity / 2;
minCamPitch = minCamPitch + (float)Math.PI / 2;
maxCamPitch = maxCamPitch + (float)Math.PI / 2;
Input.MouseMode = Input.MouseModeEnum.Captured;
}
public override void _Process(double delta)
{
gotDelta = (float)delta;
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
}
[Export] public const float Speed = 5.0f;
[Export] public const float JumpVelocity = 4.5f;
[Export] public const float gravity = 9f;
//eveyrthing will be replaced with roatation and direction based movement
//camera global position will be included when calculating the player movement
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
if (!IsOnFloor())
velocity.y -= gravity * (float)delta;
if (Input.IsActionJustPressed("move_jump" ) && Input.MouseMode == Input.MouseModeEnum.Captured && IsOnFloor())
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 && Input.MouseMode == Input.MouseModeEnum.Captured)
if (direction != Vector3.Zero)
{
velocity.x = direction.x * Speed;
velocity.z = direction.z * Speed;
//checks for movement and adjusts the character direction with camera roatation
playerResetPosition = Rotation;
camPosition = cameraCenter.Rotation;
playerResetPosition.y = camPosition.y * -1;
Rotation -= playerResetPosition;
cameraCenter.Rotation = new Vector3(camPosition.x, 0, 0);
}
}
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 = cameraCenter.Rotation;
generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta;
//generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch); // doesn't do anything?
cameraCenter.Rotation = generalRot;
generalRot = cameraCenter.Rotation;
}
}
}