234 lines
8.4 KiB
GDScript
234 lines
8.4 KiB
GDScript
extends CharacterBody3D
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@export var SPEED = 5.0
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@export var JUMP_VELOCITY = 6
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@onready var speed = SPEED
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@export var Bullet = preload("res://objects/Bullet/Bullet.tscn")
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@onready var neck := $CollisionShape3D/Neck
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@onready var camera := $CollisionShape3D/Neck/Camera3D
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@onready var teddyAuthority = get_multiplayer_authority()
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var selfTeddy
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var selfTeddyNode
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var teddyCollider
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var teddyName # Player name label
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var teddyParent
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var menuOpen = false
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var ranRemovePlayer = false
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var mousesense = Global.mouseSensitivity
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var controllerAxisValue_x = 0
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var controllerAxisValue_y = 0
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var runnerDead = false
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var menuScene
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func _ready():
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name = str(teddyAuthority)
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Global.playingGame = true
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selfTeddy = self.get_path()
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Global.selfTeddy = selfTeddy
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selfTeddyNode = get_node(selfTeddy)
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teddyCollider = str(self.get_path()) + '/CollisionShape3D'
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teddyName = str(self.get_path()) + '/nameLabel'
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$nameLabel.set_text("")
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teddyParent = get_node(selfTeddy).get_parent()
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if Global.teddyAuthorityID == null:
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Global.teddyAuthorityID = teddyAuthority
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if is_multiplayer_authority():
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$CollisionShape3D/Neck/Teddy.visible = false
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if not Global.addedMenuScene:
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Global.addedMenuScene = true
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var scene_trs = load("res://scenes/mainmenu.tscn")
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menuScene = scene_trs.instantiate()
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selfTeddyNode.add_child(menuScene)
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menuScene.visible = false
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func _unhandled_input(event):
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if is_multiplayer_authority():
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Global.selfTeddy = selfTeddy
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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mousesense = Global.mouseSensitivity
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if event is InputEventMouseMotion:
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neck.rotate_y(-event.relative.x * mousesense)
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camera.rotate_x(-event.relative.y * mousesense)
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## FOR CONTROLLERS
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if event is InputEventJoypadMotion:
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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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controllerAxisValue_x = -event.get_axis_value() * mousesense
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controllerAxisValue_y = -event.get_axis_value() * mousesense
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##################
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# Clamps the camera
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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if Input.is_action_just_pressed("menu"):
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if menuScene.visible == false:
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menuScene.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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elif menuScene.visible == true:
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menuScene.visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta):
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if is_multiplayer_authority():
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# This variable gets set my the death scene, so we know the player needs to be respawned
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if Global.playerPleaseRespawn == true:
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get_node(teddyCollider).disabled = false
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var ramMax = Global.spawnCoords_x.size() - 1
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var ramnum = RandomNumberGenerator.new().randi_range(0, ramMax)
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print("ramnum: ", ramnum)
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print("ramMax: ", ramMax)
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position.x = Global.spawnCoords_x[ramnum] #Set player X
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position.y = Global.spawnCoords_y[ramnum] #Set player Y
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position.z = Global.spawnCoords_z[ramnum] #Set player Z
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await get_tree().create_timer(0.5).timeout
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Global.reset_variables()
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ranRemovePlayer = false
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rpc("teddy_dead_nomore")
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## If player falls off the map, kill them!
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if velocity.y < Global.playerYDeath:
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Global.playerHealth = 0
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if Global.playerHealth <= 0:
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Global.player_dead()
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if ranRemovePlayer == false:
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if Global.playerAlive == false:
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ranRemovePlayer = true
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get_node(teddyCollider).disabled = true
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rpc("remove_dead_teddy")
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if Global.playerAlive:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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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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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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if Input.is_action_pressed("cam_left"):
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controllerAxisValue_x += 1 * mousesense
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if Input.is_action_pressed("cam_right"):
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controllerAxisValue_x -= 1 * mousesense
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if Input.is_action_pressed("cam_up"):
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controllerAxisValue_y += 1 * mousesense
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if Input.is_action_pressed("cam_down"):
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controllerAxisValue_y -= 1 * mousesense
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neck.rotate_y(controllerAxisValue_x)
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camera.rotate_x(controllerAxisValue_y)
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else:
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controllerAxisValue_x = 0
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controllerAxisValue_y = 0
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var input_dir = Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
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var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if input_dir:
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if not Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "walk")
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else:
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rpc("teddy_play_anim", "idle")
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if Input.is_action_pressed("sprint"):
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if Global.fatigue > 5:
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speed = SPEED * 2
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if Global.fatigue < 5:
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speed = SPEED
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if Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "run")
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elif Global.fatigue > 5:
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speed = SPEED
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if Input.is_action_just_released("sprint"):
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speed = SPEED
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if direction:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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if Global.playerDead:
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velocity.x = 0
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velocity.z = 0
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if Input.is_action_just_pressed("shoot") and Global.roundInSession and menuScene.visible == false:
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if menuOpen == false:
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if Global.multiplayerCurrent == true:
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rpc("shoot_bullet")
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shoot_bullet()
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else:
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shoot_bullet()
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if Input.is_action_just_pressed("console"):
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var scene_trs = load("res://scenes/console.tscn")
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var scene = scene_trs.instantiate()
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if not Global.consoleOpen:
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Global.consoleOpen = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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add_child(scene)
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elif Global.consoleOpen:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Global.consoleOpen = false # We remove the scene in console.gd
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if Global.roundInSession == false:
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if teddyAuthority == 1:
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if Global.HUDStartLabelText == "":
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Global.HUDStartLabelText = "PRESS ENTER/RETURN TO START THE ROUND"
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if Input.is_action_just_pressed("start_game"):
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if teddyAuthority == 1:
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Global.roundInSession = true
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rpc("round_start")
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if Global.spawnCotton == true:
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Global.spawnCotton = false
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rpc("spawn_cotton")
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spawn_cotton()
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rpc("remote_set_position", global_position, $CollisionShape3D/Neck/Teddy.global_rotation.y, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_position, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_rotation)
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rpc("set_teddy_name", teddyName, Global.playerName)
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move_and_slide()
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@rpc("any_peer", "unreliable")
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func remote_set_position(authority_position, teddy_rotation, bulletgenerator_position, bulletgenerator_rotation):
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global_position = authority_position
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$CollisionShape3D/Neck/Teddy.rotation.y = teddy_rotation
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$CollisionShape3D/Neck/Camera3D/BulletGenerator.global_position = bulletgenerator_position
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$CollisionShape3D/Neck/Camera3D/BulletGenerator.global_rotation = bulletgenerator_rotation
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@rpc("any_peer", "unreliable")
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func teddy_play_anim(animation):
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play(animation)
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@rpc("any_peer", "unreliable")
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func shoot_bullet():
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var b = Bullet.instantiate()
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b.set_multiplayer_authority(teddyAuthority)
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teddyParent.add_child(b)
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b.transform = $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_transform
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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$sound.stream = load("res://sounds/pistol_shoot.wav")
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$sound.play()
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@rpc("any_peer")
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func remove_dead_teddy():
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get_node(selfTeddy).visible = false
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get_node(teddyCollider).disabled = true
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@rpc("any_peer")
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func teddy_dead_nomore():
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get_node(selfTeddy).visible = true
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get_node(teddyCollider).disabled = false
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@rpc("any_peer", "unreliable")
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func set_teddy_name(node, name):
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get_node(node).set_text(name)
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@rpc("authority", "reliable", "call_remote")
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func round_start():
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Global.roundInSession = true
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@rpc("any_peer", "unreliable")
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func spawn_cotton():
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print("SPAWNED COTTON (HOPEFULLY)")
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$CPUParticles3D.emitting = true
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await get_tree().create_timer(0.5).timeout
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$CPUParticles3D.emitting = false
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