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Merge pull request 'Rewrote Player Scene' (#5) from player-scene-update into master

Co-Authored-By: Ryan Reed <ryanreed@noreply.gitea.ryanreed.net>
Co-Committed-By: Ryan Reed <ryanreed@noreply.gitea.ryanreed.net>
pull/6/head prototype-b1d1494e17
Ryan Reed 1 month ago
parent
commit
b1d1494e17
6 changed files with 107 additions and 98 deletions
  1. +89
    -76
      scenes/player/player.gd
  2. +1
    -1
      scenes/player/player.gd.uid
  3. +16
    -20
      scenes/player/player.tscn
  4. +0
    -0
      scenes/player/ray_cast_look.gd
  5. +0
    -0
      scenes/player/ray_cast_look.gd.uid
  6. +1
    -1
      scenes/world/world.tscn

+ 89
- 76
scenes/player/player.gd View File

@ -2,103 +2,116 @@ class_name Player
extends CharacterBody3D extends CharacterBody3D
@export var camera_acceleration: float = 10.0
@export var crouch_height: float = 0.95 ## Camera and RayCast height
@export var camera_acceleration: float = 10.0 ## The acceleration used when lerping the camera position when crouching and standing
@export var crouch_height: float = 0.8 ## This should be where the head/camera would be located
@export var jump_count: int = 1 ## Number of jumps, reset when on the floor
@export var gravity: float = 9.8
@export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity
@export var standing_height: float = 1.8 ## This should be where the head/camera would be located
@export_group("Movement")
@export var acceleration: float = 10.0
@export var crouch_speed: float = 3.0 @export var crouch_speed: float = 3.0
@export var jump_velocity: float = 4.5 @export var jump_velocity: float = 4.5
@export var mouse_sensitivity_horizontal: float = 0.002
@export var mouse_sensitivity_vertical: float = 0.002
@export var run_speed: float = 8
@export var standing_height: float = 1.8 ## Camera and RayCast height
@export var sprint_speed: float = 8.0
@export var sprint_toggle: bool = false ## Enables toggle sprint instead of hold. When enabled, sprinting will also be disabled when velocity is zero
@export var walk_speed: float = 5.0 @export var walk_speed: float = 5.0
@onready var camera: Camera3D = $Camera
@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching
@onready var head: Node3D = $Head
@onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding @onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding
@onready var ray_cast_look: RayCast3D = $RayCastLook
@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching
@onready var ray_cast_crouch: RayCast3D = $RayCastCrouch @onready var ray_cast_crouch: RayCast3D = $RayCastCrouch
var current_speed: float = 0
var current_jump_count: int = 0
var current_speed: float = walk_speed
var direction: Vector3 = Vector3.ZERO
var is_crouching: bool = false var is_crouching: bool = false
var is_running: bool = false
func _physics_process(delta: float) -> void:
is_crouching = Input.is_action_pressed("crouch")
apply_gravity(delta)
handle_jumping()
set_is_running()
handle_movement()
handle_crouching(delta)
var is_sprinting: bool = false
move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
handle_mouse_look(event)
_handle_mouse_movement(event.relative)
func apply_gravity(delta: float) -> void:
if is_on_floor(): return
velocity += get_gravity() * delta
func _physics_process(delta: float) -> void:
is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding()
_set_is_sprinting()
## It's not generally recommended to modify the shape/size of a collision shape during runtime.
## For this reason, we have 2 collision shapes, with 1 disabled at all times
## along with the changing the height of the camera (using lerp for smoother movement)
func handle_crouching(delta: float) -> void:
if is_crouching:
collision_shape_crouching.disabled = false
collision_shape_standing.disabled = true
camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, camera_acceleration * delta)
ray_cast_look.transform.origin.y = crouch_height
elif !ray_cast_crouch.is_colliding():
collision_shape_crouching.disabled = true
collision_shape_standing.disabled = false
camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, camera_acceleration * delta)
ray_cast_look.transform.origin.y = standing_height
else:
pass # Continue crouching until nothing overhead
_apply_gravity(delta)
_handle_jumping()
func handle_jumping() -> void:
if not Input.is_action_just_pressed("jump"): return
if not is_on_floor(): return
velocity.y = jump_velocity
_set_current_speed()
_set_direction(delta)
_handle_movement(delta)
_handle_crouching(delta)
func handle_mouse_look(event: InputEvent) -> void:
rotation.y = rotation.y - event.relative.x * mouse_sensitivity_horizontal
camera.rotation.x = camera.rotation.x - event.relative.y * mouse_sensitivity_vertical
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
ray_cast_look.rotation.x = camera.rotation.x
move_and_slide()
func handle_movement() -> void:
var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
set_movement_speed()
func _apply_gravity(delta: float) -> void:
if is_on_floor(): return
velocity.y -= gravity * delta
## Toggle the crouching and standing collision shapes[br]
## Set the head height to the crouching or standing height
func _handle_crouching(delta: float) -> void:
collision_shape_crouching.disabled = !is_crouching
collision_shape_standing.disabled = is_crouching
var height: float = crouch_height if is_crouching else standing_height
head.position.y = lerp(head.position.y, height, camera_acceleration * delta)
func _handle_jumping() -> void:
if is_on_floor():
current_jump_count = 0
if not is_on_floor() and current_jump_count >= jump_count:
return
elif Input.is_action_just_pressed("jump"):
current_jump_count += 1
velocity.y = jump_velocity
## Rotate the player and head to follow mouse movement
func _handle_mouse_movement(mouse_position: Vector2) -> void:
rotate_y(deg_to_rad(-mouse_position.x * mouse_sensitivity.x)) # Rotate player horizontally
head.rotate_x(deg_to_rad(-mouse_position.y * mouse_sensitivity.y)) # Rotate head vertically
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func _handle_movement(delta: float) -> void:
if direction: if direction:
velocity.x = direction.x * current_speed velocity.x = direction.x * current_speed
velocity.z = direction.z * current_speed velocity.z = direction.z * current_speed
else: else:
velocity.x = move_toward(velocity.x, 0, current_speed)
velocity.z = move_toward(velocity.z, 0, current_speed)
## Determine if should be running. This needs to run prior to handle_movement().
## Running is disabled when:[br]
## 1. The `run` input is pressed (ie toggled)[br]
## 2. Is no longer moving
func set_is_running() -> void:
if Input.is_action_just_pressed("run") and not is_running:
is_running = true
elif Input.is_action_just_pressed("run") and is_running:
is_running = false
if velocity == Vector3.ZERO:
is_running = false
func set_movement_speed() -> void:
if is_crouching or ray_cast_crouch.is_colliding():
velocity.x = move_toward(velocity.x, 0, current_speed * delta)
velocity.z = move_toward(velocity.z, 0, current_speed * delta)
func _set_current_speed() -> void:
if !is_on_floor(): return # Keep speed in air
if is_crouching:
current_speed = crouch_speed current_speed = crouch_speed
elif is_running:
current_speed = run_speed
elif is_sprinting:
current_speed = sprint_speed
else: else:
current_speed = walk_speed current_speed = walk_speed
func _set_direction(delta: float) -> void:
var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
direction = lerp(
direction,
(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(),
acceleration * delta
)
func _set_is_sprinting() -> void:
if is_crouching:
is_sprinting = false
elif sprint_toggle:
if Input.is_action_just_pressed("run") and not is_sprinting:
is_sprinting = true # Toggled sprint on
elif Input.is_action_just_pressed("run") and is_sprinting:
is_sprinting = false # Toggled sprint off
elif velocity == Vector3.ZERO:
is_sprinting = false
else:
is_sprinting = Input.is_action_pressed("run")

+ 1
- 1
scenes/player/player.gd.uid View File

@ -1 +1 @@
uid://b6xiwiwwbdapd
uid://daly0bs0oat3j

+ 16
- 20
scenes/player/player.tscn View File

@ -1,45 +1,41 @@
[gd_scene load_steps=6 format=3 uid="uid://cggiju8k3bkoc"]
[gd_scene load_steps=5 format=3 uid="uid://beu1b4leqwgh3"]
[ext_resource type="Script" uid="uid://b6xiwiwwbdapd" path="res://scenes/player/player.gd" id="1_rp718"]
[ext_resource type="Script" uid="uid://bruuttf8j7wet" path="res://scenes/player/ray_cast_3d.gd" id="2_dovo2"]
[ext_resource type="Script" uid="uid://daly0bs0oat3j" path="res://scenes/player/player.gd" id="1_7sql3"]
[ext_resource type="Script" uid="uid://bruuttf8j7wet" path="res://scenes/player/ray_cast_look.gd" id="2_dovo2"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_dovo2"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_tv3cd"]
radius = 0.47 radius = 0.47
height = 1.95 height = 1.95
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_gmlin"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yk0hw"]
radius = 0.2 radius = 0.2
height = 0.89 height = 0.89
[sub_resource type="CapsuleMesh" id="CapsuleMesh_gmlin"]
[node name="Player" type="CharacterBody3D"] [node name="Player" type="CharacterBody3D"]
collision_layer = 2 collision_layer = 2
script = ExtResource("1_rp718")
script = ExtResource("1_7sql3")
jump_count = 2
sprint_toggle = true
[node name="CollisionShapeStanding" type="CollisionShape3D" parent="."] [node name="CollisionShapeStanding" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.953133, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.953133, 0)
shape = SubResource("CapsuleShape3D_dovo2")
shape = SubResource("CapsuleShape3D_tv3cd")
[node name="CollisionShapeCrouching" type="CollisionShape3D" parent="."] [node name="CollisionShapeCrouching" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.536112, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.536112, 0)
shape = SubResource("CapsuleShape3D_gmlin")
shape = SubResource("CapsuleShape3D_yk0hw")
disabled = true disabled = true
[node name="MeshInstance" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.953133, 0)
mesh = SubResource("CapsuleMesh_gmlin")
[node name="Camera" type="Camera3D" parent="."]
[node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
[node name="RayCastLook" type="RayCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
target_position = Vector3(0, 0, -5)
debug_shape_custom_color = Color(1, 0, 0, 1)
[node name="Camera3D" type="Camera3D" parent="Head"]
[node name="RayCastLook" type="RayCast3D" parent="Head"]
target_position = Vector3(0, 0, -10)
debug_shape_custom_color = Color(0.753415, 4.77457e-05, 0.578804, 1)
script = ExtResource("2_dovo2") script = ExtResource("2_dovo2")
[node name="RayCastCrouch" type="RayCast3D" parent="."] [node name="RayCastCrouch" type="RayCast3D" parent="."]
editor_description = "Y should be just slightly higher than the height of the standing collision shape" editor_description = "Y should be just slightly higher than the height of the standing collision shape"
target_position = Vector3(0, 1.96, 0) target_position = Vector3(0, 1.96, 0)
debug_shape_custom_color = Color(1, 0, 0, 1)

scenes/player/ray_cast_3d.gd → scenes/player/ray_cast_look.gd View File


scenes/player/ray_cast_3d.gd.uid → scenes/player/ray_cast_look.gd.uid View File


+ 1
- 1
scenes/world/world.tscn View File

@ -1,7 +1,7 @@
[gd_scene load_steps=6 format=3 uid="uid://mkfitwqnerku"] [gd_scene load_steps=6 format=3 uid="uid://mkfitwqnerku"]
[ext_resource type="Script" uid="uid://c0jbvki2cylct" path="res://scenes/world/world.gd" id="1_6m72w"] [ext_resource type="Script" uid="uid://c0jbvki2cylct" path="res://scenes/world/world.gd" id="1_6m72w"]
[ext_resource type="PackedScene" uid="uid://cggiju8k3bkoc" path="res://scenes/player/player.tscn" id="2_sl2e5"]
[ext_resource type="PackedScene" uid="uid://beu1b4leqwgh3" path="res://scenes/player/player.tscn" id="2_sl2e5"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_4rhad"] [sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_4rhad"]
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1) sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)


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