mtd/PCs/player_movement.gd

121 lines
4.5 KiB
GDScript

class_name PlayerMovement extends Node
@export var player: CharacterBody3D
@export var head: Node3D
#Most of the default values are based primarily on minecraft, but the
#movement code does not replicate how movement in minecraft works
@export_category("Movement")
@export var movement_speed: float = 4.317
@export var toggle_sprint: bool = true
@export var sprint_boost: float = 1.3
@export var acceleration: float = 0.9
@export var friction_percentage: float = 0.1
@export_range(0.0, 90.0) var max_look_down_angle: float = 90.0
@export_range(0.0, 90.0) var max_look_up_angle: float = 90.0
@export var air_control: bool = true
@export_category("Jump")
@export var min_height: float = 1.25
@export var max_height: float = 1.25
@export var time_to_peak: float = 0.3
@export var time_to_floor: float = 0.3
@export_category("Look")
@export_range(1.0, 100.0) var sensitivity: float = 28.0
@export var invert_y: bool = false
@export var invert_x: bool = false
@onready var jump_velocity: float = (2 * max_height) / time_to_peak
@onready var jump_gravity: float = (-2 * max_height) / pow(time_to_peak, 2)
@onready var fall_gravity: float = (-2 * max_height) / pow(time_to_floor, 2)
@onready var time_to_min_peak: float = (clampf(min_height, 0.0, max_height) / max_height) * time_to_peak
@onready var min_jump_gravity: float = (-2 * clampf(min_height, 0.0, max_height)) / pow(time_to_min_peak, 2)
var paused: bool = false
var zoom_factor: float = 1.0
var input_vector: Vector2 = Vector2.ZERO
var look_vector: Vector2 = Vector2.ZERO
var joystick_deadzone: float = 0.12
var can_sprint: bool = true
var sprint_zoom_factor: float = 0.08
var sprinting: bool = false
var jump_held: bool = false
var head_angle: float = 0.0
var look_sens: float :
set(_value):
return
get:
return sensitivity / 40000.0
func get_gravity() -> float:
if jump_held:
return jump_gravity if player.velocity.y > 0.0 else fall_gravity
return min_jump_gravity if player.velocity.y > 0.0 else fall_gravity
func _physics_process(delta: float) -> void:
if !is_multiplayer_authority():
return
var result_vector: Vector2 = input_vector * acceleration
var velocity: Vector2 = Vector2(player.velocity.x, player.velocity.z)
var down_velocity: float = player.velocity.y
var movement: Vector3 = ((player.transform.basis.z * result_vector.y) + (player.transform.basis.x * result_vector.x))
velocity = velocity.limit_length(velocity.length() * (1.0 - friction_percentage))
velocity += Vector2(movement.x, movement.z)
velocity = velocity.limit_length(movement_speed * sprint_boost if sprinting else movement_speed)
if air_control or player.is_on_floor():
player.velocity = Vector3(velocity.x, down_velocity + (get_gravity() * delta), velocity.y)
else:
player.velocity = Vector3(player.velocity.x, down_velocity + (get_gravity() * delta), player.velocity.z)
player.move_and_slide()
func _process(_delta: float) -> void:
if !is_multiplayer_authority():
return
if paused:
input_vector = Vector2.ZERO
return
can_sprint = true
input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
if input_vector.y >= 0:
can_sprint = false
if toggle_sprint:
if Input.is_action_just_pressed("Sprint"):
sprinting = !sprinting
else:
sprinting = Input.is_action_pressed("Sprint")
if !can_sprint:
sprinting = false
if Input.is_action_just_pressed("Jump") and player.is_on_floor():
player.velocity.y = jump_velocity
jump_held = true
if Input.is_action_just_released("Jump"):
jump_held = false
look_vector.x = Input.get_joy_axis(0, JOY_AXIS_RIGHT_X)
look_vector.y = Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y)
if look_vector.length_squared() <= joystick_deadzone:
look_vector = Vector2(0.0, 0.0)
player.rotation.y -= look_vector.x * 0.02
head_angle -= look_vector.y * 0.02
head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
head.rotation.x = head_angle
func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority():
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if invert_x else 1)
head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if invert_y else 1)
head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
head.rotation.x = head_angle
elif event is InputEventJoypadMotion:
if event.axis == JOY_AXIS_RIGHT_X:
look_vector.x = event.axis_value
elif event.axis == JOY_AXIS_RIGHT_Y:
look_vector.y = event.axis_value