class_name Player extends CharacterBody3D @export var color : Color = Color.DODGER_BLUE @export var move_right_action := "move_right" @export var move_left_action := "move_left" @export var move_down_action := "move_down" @export var move_up_action := "move_up" @export var dash_action := "dash" @export var bomb_action := "bomb" @export var coloring_sprite_path : NodePath @export var coloring_bomb_sprite_path : NodePath @onready var geometry: MeshInstance3D = $Geometry @onready var collision: CollisionShape3D = $CollisionShape3D @onready var dash_stream_player: AudioStreamPlayer = $DashAudioStreamPlayer @onready var explosion_stream_player: AudioStreamPlayer = $ExplosionAudioStreamPlayer @onready var spawn_stream_player: AudioStreamPlayer = $SpawnAudioStreamPlayer var bomb_emitter_scene = preload("res://entities/BombEmitter.tscn") enum PlayerState { Alive = 0, Falling, Dead } var score : int = 0 var energy : float = 100.0 var state : PlayerState = PlayerState.Alive var state_last : PlayerState = PlayerState.Dead var radius = 0.15 var angle = 0 var is_dashing = false var explosion_velocity: Vector3 = Vector3.ZERO var explosion_influence: float = 0 var dash_time = 0 var bomb_time = 0 var coloring_sprite : Sprite2D var coloring_bomb_sprite : Sprite2D const SPEED = 5.0 const DASH_SPEED: float = 20 const DASH_DURATION: float = 0.2 const DASH_ENERGY: float = 40 const BOMB_DURATION: float = 0.1 const BOMB_ENERGY: float = 60 const ENERGY_REPLENISH_RATE: float = 0.5; const EXPLOSION_INFLUENCE_REDUCTION_RATE: float = 10.0; # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): coloring_sprite = get_node(coloring_sprite_path) coloring_bomb_sprite = get_node(coloring_bomb_sprite_path) coloring_sprite.modulate = color coloring_sprite.visible = true coloring_bomb_sprite.modulate = color coloring_bomb_sprite.visible = false func _physics_process(delta): if energy < 100: energy = min (100, energy + delta + ENERGY_REPLENISH_RATE) if state_last != state: if state == PlayerState.Alive: on_player_spawn() elif state == PlayerState.Falling: on_player_falling() elif state == PlayerState.Dead: on_player_dead() state_last = state if global_position.y < -5: state = PlayerState.Dead elif not is_on_floor(): if not is_dashing: velocity.y -= gravity * delta state = PlayerState.Falling elif state != PlayerState.Dead: state = PlayerState.Alive elif state == PlayerState.Dead: visible = false return elif state == PlayerState.Alive: visible = true coloring_sprite.visible = state == PlayerState.Alive if bomb_time > 0: bomb_time -= delta if bomb_time <= 0: coloring_bomb_sprite.visible = false bomb_time = 0 else: if Input.is_action_just_pressed(bomb_action) \ and state == PlayerState.Alive \ and energy > BOMB_ENERGY: on_drop_bomb() # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector(move_left_action, move_right_action, move_up_action, move_down_action) var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED angle = direction.signed_angle_to(Vector3.FORWARD, Vector3.UP) geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0)) else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0)) if Input.is_action_just_pressed(dash_action) \ and state == PlayerState.Alive \ and energy > DASH_ENERGY: on_dash() if is_dashing: velocity.x = sin(angle) * DASH_SPEED velocity.z = -cos(angle) * DASH_SPEED geometry.global_basis = Basis.from_euler(Vector3(-0.3, -angle, 0)) dash_time -= delta if dash_time <= 0: is_dashing = false if explosion_influence > 0: velocity += explosion_velocity explosion_influence = max (0, explosion_influence - EXPLOSION_INFLUENCE_REDUCTION_RATE * delta) move_and_slide() coloring_sprite.global_position = calc_coloring_position() coloring_bomb_sprite.global_position = coloring_sprite.global_position func calc_coloring_position(): var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512) return result; func on_player_spawn(): print ("Player " + str(self) + ": spawning") spawn_stream_player.pitch_scale = 0.8 + randf () * 0.4 spawn_stream_player.play() func on_player_falling(): print ("Player " + str(self) + ": falling") func on_player_dead(): print ("Player " + str(self) + ": death") func on_dash(): is_dashing = true; dash_time = DASH_DURATION energy = max (0, energy - DASH_ENERGY) dash_stream_player.pitch_scale = 0.9 + randf () * 0.2 dash_stream_player.play() func on_drop_bomb(): coloring_bomb_sprite.visible = true; bomb_time = BOMB_DURATION energy = max (0, energy - BOMB_ENERGY) explosion_stream_player.pitch_scale = 0.6 + randf () * 0.2 explosion_stream_player.play() var bomb_emitter : BombEmitter = bomb_emitter_scene.instantiate() bomb_emitter.global_position = global_position get_parent_node_3d().add_child(bomb_emitter)