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