godot_rl_FPS / player.gd
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extends CharacterBody3D
class_name Player
enum PlayerState {IDLE, RUN}
const SPEED : float = 5.0
const JUMP_VELOCITY : float = 4.5
@export var look_sensitivity: float = 0.005
@export var is_controlled: bool = false
@export var reload_speed_ms := 500.0
@onready var camera_pivot : Node3D = $CameraPivot
@onready var character : CharacterModel = $TbotModel
@onready var first_person_camera : Camera3D = $CameraPivot/FirstPersonCamera3d
@onready var third_person_camera : Camera3D = $CameraPivot/ThirdPersonCamera3d
@onready var camera_raycast : RayCast3D = $CameraPivot/FirstPersonCamera3d/RayCast3D
@onready var Proj = preload("res://projectile.tscn")
@onready var ai_controller: AIController = $CameraPivot/AIController
@onready var health_system = $HealthSystem
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var player_state := PlayerState.IDLE
var input_dir : Vector2
var can_shoot := true
var needs_respawn = false
var human_control = false
var team = -1
func _ready():
health_system.init(self)
third_person_camera.current = is_controlled
CameraManager.register_player(self)
ai_controller.init(self)
$PlayerHitBox._player = self
func set_team(value):
team = value
# for detection of different team classes
ai_controller.set_team(team)
# update the material of the tbot model
character.set_team(team)
# update the collision mask
if team == 0:
$PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 8
$PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 8
elif team == 1:
$PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 16
$PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 16
func respawn():
GameManager.respawn(self)
camera_pivot.rotation.x = 0
health_system.reset()
ai_controller.reset()
needs_respawn = false
func died():
ai_controller.done = true
respawn()
func _shoot():
if !can_shoot:
return
var hit_location = global_position + -camera_raycast.global_transform.basis.z * 100.0
if camera_raycast.is_colliding():
hit_location = camera_raycast.get_collision_point()
var projectile = Proj.instantiate()
add_child(projectile)
projectile.set_as_top_level(true)
projectile.shooter = self
projectile.set_team(team)
var info = character.get_gun_info()
projectile.global_position = info
projectile.look_at(hit_location)
projectile.velocity = -projectile.transform.basis.z * projectile.speed
can_shoot = false
await get_tree().create_timer(reload_speed_ms/1000.0).timeout
can_shoot = true
func _unhandled_input(event):
if !human_control and (!is_controlled or ai_controller.heuristic == "model"):
return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * look_sensitivity)
camera_pivot.rotate_x(-event.relative.y * look_sensitivity)
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70))
character.set_camera_angle(camera_pivot.rotation.x)
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
if needs_respawn:
respawn()
if !is_controlled and ai_controller.heuristic == "human":
return
if Input.is_action_just_pressed("human_control"):
human_control = !human_control
# Handle Jump.
var jump
var shoot
if human_control or ai_controller.heuristic == "human":
jump = Input.is_action_just_pressed("jump")
shoot = Input.is_action_just_pressed("shoot")
input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
else:
jump = ai_controller.jump_action
shoot = ai_controller.shoot_action
input_dir = ai_controller.movement_action
var look_dir = ai_controller.look_action
rotate_y(-look_dir.x * look_sensitivity*4.0)
camera_pivot.rotate_x(-look_dir.y * look_sensitivity*4.0)
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70))
character.set_camera_angle(camera_pivot.rotation.x)
if jump and is_on_floor():
velocity.y = JUMP_VELOCITY
# if camera_raycast.is_colliding():
# var hit_location = camera_raycast.get_collision_point()
# $HitDebug.global_position = hit_location
#
#
# var muzzle_location = character.get_gun_info() + transform.basis.x*0.02 +transform.basis.y*0.02
# var midpoint = muzzle_location + (hit_location - muzzle_location)/2
# $LaserSight.global_position = muzzle_location
# $LaserSight.look_at(hit_location)
# $LaserSight.rotate_x(deg_to_rad(90))
# $LaserSight.global_position = midpoint
# $LaserSight.mesh.height = (hit_location - muzzle_location).length()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
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)
if shoot:
_shoot()
move_and_slide()
if Input.is_action_just_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE
# State logic
match player_state:
PlayerState.IDLE:
character.set_velocity(transform.basis.inverse() * velocity)
if velocity.length() > 0.01 and is_on_floor():
player_state = PlayerState.RUN
character.transition_to(character.States.RUN)
PlayerState.RUN:
if velocity.length() < 0.01 and is_on_floor():
player_state = PlayerState.IDLE
velocity = Vector3.ZERO
character.transition_to(character.States.IDLE)
func hit_player(other_player):
if other_player == self:
#print("player hit self")
return
if team != -1 and other_player.team == team:
return
ai_controller.reward += 1.0
# Camera toggling, refactor to manager?
func activate_first_person():
character.toggle_model_mesh(false)
first_person_camera.make_current()
func activate_third_person():
character.toggle_model_mesh(true)
third_person_camera.make_current()
func activate_control():
is_controlled = true
return
func deactivate_control():
is_controlled = false
character.toggle_model_mesh(true)
func _on_player_hit_box_area_entered(area):
if area is Projectile and area.shooter != self:
if team != -1 and area.shooter.team != team:
health_system.take_damage(area.damage)