From 57e70956972ae2de0ea7b9db119af6412b2386de Mon Sep 17 00:00:00 2001 From: vaporvee Date: Fri, 9 Dec 2022 22:30:05 +0100 Subject: [PATCH] started rewriting player controller --- project.godot | 4 +++ scenes/main.tscn | 5 ++++ scenes/player.tscn | 4 +-- src/player.cs | 65 ++++++++-------------------------------------- 4 files changed, 22 insertions(+), 56 deletions(-) diff --git a/project.godot b/project.godot index 9413830..d7d7232 100644 --- a/project.godot +++ b/project.godot @@ -69,6 +69,10 @@ uncapture_mouse={ ] } +[physics] + +3d/default_gravity=12.0 + [rendering] anti_aliasing/quality/msaa_3d=2 diff --git a/scenes/main.tscn b/scenes/main.tscn index 2991950..ae11994 100644 --- a/scenes/main.tscn +++ b/scenes/main.tscn @@ -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 diff --git a/scenes/player.tscn b/scenes/player.tscn index 6d79d5c..312e1a9 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -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 diff --git a/src/player.cs b/src/player.cs index 2cd384a..0b942bc 100644 --- a/src/player.cs +++ b/src/player.cs @@ -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("camera_center"); - camera = GetNode("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; - } - } }