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 combo_hits = 0 var combo_timer = 0 var swing_timer = 0 var queue_swing = false var current_weapon = "test_sword" @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, 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 _ready() -> void: LimboConsole.register_command(hit_me) 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) func _physics_process(delta: float) -> void: $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 mouse_point_angle = player_position.angle_to_point(get_viewport().get_mouse_position()) if combatable: $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) var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") if not combatable: if input_dir.x > 0: face_left = false if input_dir.x < 0: face_left = true 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("attack") or queue_swing: 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 combo_hits += 1 var slash = load("res://scenes/effects/slash.tscn").instantiate() game.add_child(slash) slash.global_position = global_position slash.global_rotation.y = $HitCollision.global_rotation.y + deg_to_rad(180) slash.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 if get_my_weapon_info("combo_weapon"): 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 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 = body.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)) var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction and (knockback_time <= 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