cave-of-dreams/scripts/player.gd

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GDScript3
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extends CharacterBody3D
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const SPEED = 3.5
const JUMP_VELOCITY = 3.5
var walk_animation_time = 0
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var face_rotation = 0
var face_left = false
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var combatable = true
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var iframes = 0
var knockback_time = 0
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var health = 100
var slots = [
{
"id": "basic_sword",
"cooldown": 0,
},
{
"id": "basic_handcannon",
"cooldown": 0,
},
]
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var combo_hits = 0
var combo_timer = 0
var swing_timer = 0
var queue_swing = false
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var dodging = false
var dodge_timer = 0.0
var dodge_direction = null
var current_slot = 0
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var current_weapon = "basic_sword"
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enum {
STATE_NORMAL,
STATE_DODGING,
STATE_ATTACK,
STATE_HIT,
STATE_DEATH,
STATE_MOVE_TO_POINT
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}
var state = STATE_NORMAL
var point_to_move_to = null
var last_basis
var direction_comfort_timer = 0
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@onready var game = get_parent()
@onready var camera = game.get_node("PlayerCamera")
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func hit_me():
iframes = 0.5
health -= 10
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func get_my_weapon_info(value: String):
return get_weapon_info(current_weapon.id, value)
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func get_weapon_info(weapon: String, value: String):
if value in Global.weapons[weapon]:
return Global.weapons[weapon][value]
else: return null
func on_hit(hitter: Node3D = null) -> void:
iframes = 0.8
if hitter:
knockback_time = 0.25
velocity += hitter.global_position.direction_to(global_position) * 8
velocity.y = 0
func give_weapon(weapon_name: String = "basic_sword") -> void:
pass
func set_weapon_from_slot(slot: int) -> void:
current_slot = slot
set_weapon(slots[slot])
func set_weapon(weapon_data: Dictionary) -> void:
current_weapon = weapon_data
$DreamerBody.set_inhand(weapon_data.id)
var range = get_weapon_info(weapon_data.id, "range")
if not range: range = 1
var width = get_weapon_info(weapon_data.id, "width")
if not width: width = 1
$HitCollision/Shape.shape.size = Vector3(range, 1.0, width)
$HitCollision/Shape.position.x = range * -0.5
func dps(weapon_name: String = "basic_sword") -> void:
var damage = get_weapon_info(weapon_name, "damage")
var time = get_weapon_info(weapon_name, "swing_time")
if get_weapon_info(weapon_name, "combo_weapon"):
var combo_damage = get_weapon_info(weapon_name, "damage_mid_combo") * get_weapon_info(weapon_name, "hits_to_finish")
time *= float(get_weapon_info(weapon_name, "hits_to_finish"))
time += float(get_weapon_info(weapon_name, "swing_time_combo_finish"))
LimboConsole.print_line(str(damage / time))
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func _ready() -> void:
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LimboConsole.register_command(hit_me)
LimboConsole.register_command(set_weapon)
LimboConsole.register_command(dps)
set_weapon_from_slot(0)
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func _process(delta: float) -> void:
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if iframes > 0:
iframes -= delta
$DreamerBody/Body.modulate.a = 0.5
else:
$DreamerBody/Body.modulate.a = 1
if knockback_time > 0:
knockback_time -= delta
$DreamerBody/Animator.set("parameters/hit/blend_amount", 1.0)
else:
$DreamerBody/Animator.set("parameters/hit/blend_amount", 0.0)
var i = 0
while i < slots.size():
if ("cooldown" in slots[i]) and (slots[i].cooldown > 0): slots[i].cooldown -= delta
if Input.is_action_just_pressed("hotbar_item_" + str(i + 1)):
set_weapon_from_slot(i)
i += 1
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$DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
$DreamerBody.rotation.x = 0
face_rotation = $DreamerBody.rotation.y
if not face_rotation: face_rotation = 0
if not is_on_floor():
velocity += get_gravity() * delta
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var viewport_half = (get_viewport().get_visible_rect().size / 2.0)
var player_position = camera.unproject_position(global_transform.origin)
if face_left:
$DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
$DreamerBody/Animator.set("parameters/layering/blend_amount", 1.0)
else:
$DreamerBody.rotation.y = face_rotation
$DreamerBody/Animator.set("parameters/layering/blend_amount", 0.0)
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var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if !last_basis:
last_basis = camera.transform.basis
if camera.transform.basis != last_basis:
direction_comfort_timer += delta
direction = (last_basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction_comfort_timer > 0.4:
last_basis = camera.transform.basis
else: direction_comfort_timer = 0
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if not combatable:
if input_dir.x > 0:
face_left = false
if input_dir.x < 0:
face_left = true
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var mouse_point_angle
if input_icon.using_gamepad:
var direction_no_y = direction
direction_no_y.y = 0
var old_rotation = $HitCollision.rotation
$HitCollision.look_at(global_position + direction_no_y)
mouse_point_angle = -$HitCollision.rotation.y - deg_to_rad(45)
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$HitCollision.rotation = old_rotation
else:
mouse_point_angle = player_position.angle_to_point(get_viewport().get_mouse_position())
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if combatable:
if ((swing_timer <= 0) or (combo_hits < 0)):
$HitCollision.rotation.y = -mouse_point_angle + face_rotation
if abs(rad_to_deg(mouse_point_angle) - (-90)) < 50:
$HitCollision/Shape.shape.size.x = 1.5
else:
$HitCollision/Shape.shape.size.x = 1.2
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if (rad_to_deg(mouse_point_angle) < -90) or (rad_to_deg(mouse_point_angle) > 90):
face_left = true
var mouse_pos = get_viewport().get_mouse_position()
mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y)
#$DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos)
else:
face_left = false
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
$DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 1.0)
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else:
$DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
$DreamerBody/Body/ArmPivot.rotation.z = 0
$DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 0.0)
if Input.is_action_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
$DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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if swing_timer > 0: swing_timer -= delta
if combo_timer > 0:
combo_timer -= delta
if combo_timer <= 0:
combo_hits = 0
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if Input.is_action_just_pressed("dodge") and (not dodging) and (input_dir.length() > 0):
queue_swing = false
dodging = true
dodge_timer = 0.5
dodge_direction = camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y).normalized()
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$DreamerBody/Animator.set("parameters/dodge/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
if (Input.is_action_just_pressed("attack") or queue_swing) and (not dodging) and (current_weapon.cooldown <= 0):
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if swing_timer > 0:
if swing_timer < 0.1:
queue_swing = true
else:
queue_swing = false
swing_timer = get_my_weapon_info("swing_time")
combo_timer = get_my_weapon_info("combo_timeout")
if swing_timer == null: swing_timer = 0.0
if combo_timer == null: combo_timer = 0.0
var swooshy_id = get_my_weapon_info("attack_swooshy")
if not swooshy_id: swooshy_id = "slash"
var attack_swooshy = Global.effects.attack_swooshy[swooshy_id].instantiate()
game.add_child(attack_swooshy)
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var attack_swooshy_scale = get_my_weapon_info("attack_swooshy_scale")
if attack_swooshy_scale: attack_swooshy.scale = attack_swooshy_scale
attack_swooshy.global_position = global_position
attack_swooshy.global_rotation.y = $HitCollision.global_rotation.y + deg_to_rad(180)
attack_swooshy.play_effect()
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$DreamerBody/Animator.set("parameters/swing_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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var hits = $HitCollision.get_overlapping_bodies()
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var knockback = 0
var damage = 0
velocity = global_position.direction_to($HitCollision/Shape.global_position) * 4
velocity.y = 0
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if get_my_weapon_info("combo_weapon"):
var earned_combo_hit = false
for body in hits:
if body == self: continue
if ("health" in body) and (body.health > 0):
earned_combo_hit = true
if earned_combo_hit: combo_hits += 1
else: combo_hits = 0
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if combo_hits < get_my_weapon_info("hits_to_finish"):
damage = get_my_weapon_info("damage_mid_combo")
knockback = get_my_weapon_info("knockback_mid_combo")
else:
damage = get_my_weapon_info("damage")
knockback = get_my_weapon_info("knockback")
combo_hits = 0
swing_timer = get_my_weapon_info("swing_time_combo_finish")
if swing_timer == null: swing_timer = 0.0
else:
damage = get_my_weapon_info("damage")
knockback = get_my_weapon_info("knockback")
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combo_hits = 0
if get_my_weapon_info("ranged_weapon"):
var projectile = get_my_weapon_info("projectile").instantiate()
game.add_child(projectile)
projectile.global_position = global_position
projectile.rotation = $HitCollision.rotation
projectile.pow()
else:
for body in hits:
if body == self: continue
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if ("health" in body) and (body.health > 0):
body.health -= damage
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var knockback_pos = global_position
knockback_pos.y = 0
var knockback_body_pos = $HitCollision/Shape.global_position
knockback_body_pos.y = 0
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body.position.y += 0.2
body.velocity.y = 0.4
body.velocity += knockback_pos.direction_to(knockback_body_pos) * knockback
if body.velocity.length() > knockback:
body.velocity = body.velocity.normalized() * knockback
if "mid_knockback" in body:
body.mid_knockback = true
if "on_knockback" in body:
body.on_knockback()
var damage_text = preload("res://scenes/effects/damage_text.tscn").instantiate()
game.add_child(damage_text)
damage_text.global_position = body.global_position
damage_text.get_node("Label").text = str(floor(damage))
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if get_my_weapon_info("recharge_time"):
current_weapon.cooldown = get_my_weapon_info("recharge_time")
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if dodging and (knockback_time <= 0):
velocity.x = dodge_direction.x * 6
velocity.z = dodge_direction.z * 6
$DreamerBody/Animator.set("parameters/walk/blend_amount", 0)
dodge_timer -= delta
if dodge_timer <= 0: dodging = false
elif direction and (knockback_time <= 0) and (swing_timer <= 0):
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
$DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length()))
else:
velocity.x = move_toward(velocity.x, 0, delta * 24)
velocity.z = move_toward(velocity.z, 0, delta * 24)
$DreamerBody/Animator.set("parameters/walk/blend_amount", 0)
if direction and is_on_floor():
walk_animation_time += delta * 25
$DreamerBody.position.y = sin(walk_animation_time + 1) / 16
$DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16
else:
walk_animation_time = 0
$DreamerBody.rotation.z /= 1 + (delta * 2.5)
$DreamerBody.position.y /= 1 + (delta * 12)
if is_on_floor():
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
if velocity.y < 0:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 1)
move_and_slide()
$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01
$Label3D.text = str(velocity.length())