TinyAdventure/objects/player.gd

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class_name Player
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extends CharacterBody3D
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const SPEED = 3.0
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const JUMP_VELOCITY = 2.5
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@onready var geometry:Node3D = %Geometry
@onready var actionable_detector = %ActionableDetector
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@onready var animation_tree:AnimationTree = $Geometry/Rogue/AnimationTree
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@onready var build_location:Node3D = %BuildLocation
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# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var inventory:Inventory = Inventory.new()
var selected_tool_slot_index:int = 0
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var look_direction:Vector3 = Vector3.BACK
var look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO)
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signal trigger_message(message:String)
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var interaction_state:bool = false
func _process(_delta):
animation_tree.set("parameters/conditions/attack", interaction_state)
if interaction_state:
interaction_state = false
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func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# 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("walk_left", "walk_right", "walk_forward", "walk_back")
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
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var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
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var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1
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if is_moving:
look_direction = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized()
elif direction.length_squared() > 0.1 * 0.1:
look_direction = direction
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var damped_look_direction = look_direction_damper.calc(geometry.global_basis.z, look_direction, delta)
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animation_tree.set("parameters/conditions/running", is_moving)
animation_tree.set("parameters/conditions/idle", not is_moving)
geometry.look_at(position - damped_look_direction, Vector3.UP)
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func on_item_picked_up(item:Item):
emit_signal("trigger_message", "Picked up a " + item.name)
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inventory.add_item(item)
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func get_actionable_global_transform() -> Vector3:
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return build_location.global_position
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func _handle_tool_slot_input_events(_event:InputEvent) -> bool:
var key_event:InputEventKey = _event as InputEventKey
if key_event and key_event.is_released():
if key_event.keycode >= KEY_1 and key_event.keycode <= KEY_9:
selected_tool_slot_index = key_event.keycode - KEY_1
get_viewport().set_input_as_handled()
return true
if _event.is_action_released("item_next"):
selected_tool_slot_index = (selected_tool_slot_index + 1) % (inventory.get_tool_item_stacks().size())
get_viewport().set_input_as_handled()
return true
if _event.is_action_released("item_prev"):
var tool_slot_size = inventory.get_tool_item_stacks().size()
selected_tool_slot_index = (selected_tool_slot_index + tool_slot_size - 1) % (tool_slot_size)
get_viewport().set_input_as_handled()
return true
return false
func _unhandled_input(_event: InputEvent) -> void:
if Input.is_action_just_pressed("ui_accept"):
var actionables = actionable_detector.get_overlapping_areas()
if actionables.size() > 0:
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look_direction = (actionables[0].global_position - position).normalized()
actionables[0].action()
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get_viewport().set_input_as_handled()
return
if Input.is_action_just_pressed("interaction"):
interaction_state = true
get_viewport().set_input_as_handled()
return
if _handle_tool_slot_input_events(_event):
return