TinyAdventure/objects/player.gd

86 lines
2.7 KiB
GDScript

class_name Player
extends CharacterBody3D
const SPEED = 4.0
const JUMP_VELOCITY = 2.5
@onready var geometry:Node3D = %Geometry
@onready var actionable_detector = %ActionableDetector
@onready var animation_tree:AnimationTree = $Geometry/Rogue/AnimationTree
# 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 look_direction:Vector3 = Vector3.BACK
var look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO)
signal trigger_message(message:String)
var interaction_state:bool = false
func _process(_delta):
animation_tree.set("parameters/conditions/attack", interaction_state)
if interaction_state:
interaction_state = false
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()
var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1
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
var damped_look_direction = look_direction_damper.calc(geometry.global_basis.z, look_direction, delta)
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)
func on_item_picked_up(item:Item):
emit_signal("trigger_message", "Picked up a " + item.name)
inventory.add_item(item)
func get_actionable_global_transform() -> Vector3:
return actionable_detector.global_position
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:
look_direction = (actionables[0].global_position - position).normalized()
actionables[0].action()
get_viewport().set_input_as_handled()
return
if Input.is_action_just_pressed("interaction"):
interaction_state = true
get_viewport().set_input_as_handled()
return