extends CharacterBody3D const SPEED = 3.5 const JUMP_VELOCITY = 3.5 var walk_animation_time = 0 var face_rotation = 0 var face_left = false var combatable = true var iframes = 0 var knockback_time = 0 var health = 100 var slots = [ { "id": "basic_sword", "cooldown": 0, }, { "id": "basic_handcannon", "cooldown": 0, }, ] var combo_hits = 0 var combo_timer = 0 var swing_timer = 0 var queue_swing = false var dodging = false var dodge_timer = 0.0 var dodge_direction = null var current_slot = 0 var current_weapon = "basic_sword" enum { STATE_NORMAL, STATE_DODGING, STATE_ATTACK, STATE_HIT, STATE_DEATH, STATE_MOVE_TO_POINT } var state = STATE_NORMAL var point_to_move_to = null var last_basis var direction_comfort_timer = 0 @onready var game = get_parent() @onready var camera = game.get_node("PlayerCamera") func hit_me(): iframes = 0.5 health -= 10 func get_my_weapon_info(value: String): return get_weapon_info(current_weapon.id, value) 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)) func _ready() -> void: LimboConsole.register_command(hit_me) LimboConsole.register_command(set_weapon) LimboConsole.register_command(dps) set_weapon_from_slot(0) func _process(delta: float) -> void: 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 $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 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) 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 if not combatable: if input_dir.x > 0: face_left = false if input_dir.x < 0: face_left = true 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) $HitCollision.rotation = old_rotation else: mouse_point_angle = player_position.angle_to_point(get_viewport().get_mouse_position()) 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: $HitCollision/Shape.shape.size.x = 1.2 if (rad_to_deg(mouse_point_angle) < -90) or (rad_to_deg(mouse_point_angle) > 90): face_left = true var mouse_pos = get_viewport().get_mouse_position() mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y) #$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) 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) if swing_timer > 0: swing_timer -= delta if combo_timer > 0: combo_timer -= delta if combo_timer <= 0: combo_hits = 0 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() $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): 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) 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() $DreamerBody/Animator.set("parameters/swing_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) var hits = $HitCollision.get_overlapping_bodies() var knockback = 0 var damage = 0 velocity = global_position.direction_to($HitCollision/Shape.global_position) * 4 velocity.y = 0 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 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") 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 if ("health" in body) and (body.health > 0): body.health -= damage var knockback_pos = global_position knockback_pos.y = 0 var knockback_body_pos = $HitCollision/Shape.global_position knockback_body_pos.y = 0 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)) if get_my_weapon_info("recharge_time"): current_weapon.cooldown = get_my_weapon_info("recharge_time") 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())