Files
2024-01-26 13:18:15 +01:00

88 lines
2.8 KiB
GDScript

extends CharacterBody3D
class_name Player
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
@onready var gun_cam: Camera3D = $GravityGunLayer/SubViewportContainer/SubViewport/Node3D/Camera3D
var camera_senitivity: float = 0.5
@onready var raycast: RayCast3D = $Camera3D/RayCast3D
@onready var goal: Node3D = $Camera3D/SpringArm3D/GravityGunGoal
@onready var spring_arm: SpringArm3D = $Camera3D/SpringArm3D
@onready var sound_effect: SoundEffect = $FootSteps
var step_sound_toggle: bool
@onready var step_timer: Timer = $FootStepTimer
func _ready() -> void:
if get_tree().current_scene is MainMenu:
queue_free()
capture()
camera.make_current()
$Camera3D/DDOF.show() # Würde den spieler im editor unsichtbar machen
WindowManager.pause_menu.continued.connect(capture)
func _physics_process(delta: float) -> void:
if position.y < -33:
$GameOver.show()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().paused = true
gun_cam.transform = camera.transform
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
sound_effect.play_key("jump")
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED * delta * 50
velocity.z = direction.z * SPEED * delta * 50
if step_timer.is_stopped() && is_on_floor():
sound_effect.play_key("step1")
step_timer.start()
elif !is_on_floor():
step_timer.stop()
else:
velocity.x = move_toward(velocity.x, 0, SPEED * delta * 50)
velocity.z = move_toward(velocity.z, 0, SPEED * delta * 50)
step_timer.stop()
move_and_slide()
# Pushing other objects
for col_idx in get_slide_collision_count():
var col := get_slide_collision(col_idx)
if col.get_collider() is RigidBody3D:
col.get_collider().apply_central_impulse(-col.get_normal() * 0.3)
col.get_collider().apply_impulse(-col.get_normal() * 0.01, col.get_position())
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion && Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * camera_senitivity * 0.0025)
camera.rotate_x(-event.relative.y * camera_senitivity * 0.0015)
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -50, 80)
if event.is_action_pressed("pause"):
capture(false)
func capture(value: bool = true) -> void:
if value:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _on_foot_step_timer_timeout() -> void:
step_sound_toggle = !step_sound_toggle
if step_sound_toggle:
sound_effect.play_key("step1")
else:
sound_effect.play_key("step2")