124 lines
3.6 KiB
GDScript
124 lines
3.6 KiB
GDScript
extends CharacterBody3D
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const SPEED = 2.5
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const JUMP_VELOCITY = 4.5
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var walk_animation_time = 0
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var face_rotation = null
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var face_left = false
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var combatable = false
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var health = 100
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var iframes = 0
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@onready var game = get_parent()
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@onready var camera = game.get_node("PlayerCamera")
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func hit_me():
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iframes = 0.5
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health -= 10
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func _ready() -> void:
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$DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
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$DreamerBody.rotation.x = 0
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face_rotation = $DreamerBody.rotation.y
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func _physics_process(delta: float) -> void:
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if iframes > 0:
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iframes -= delta
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$DreamerBody/Body.modulate.a = 0.5
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else:
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$DreamerBody/Body.modulate.a = 1
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$HealthLabel.text = str(health)
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if not is_on_floor():
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velocity += get_gravity() * delta
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var viewport_half = (get_viewport().get_visible_rect().size / 2.0)
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var player_position = camera.unproject_position(global_transform.origin)
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print(viewport_half)
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print(player_position)
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if face_left:
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$DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
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else:
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$DreamerBody.rotation.y = face_rotation
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if combatable:
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$DreamerBody/Body/ArmPivot.rotation.z = player_position.angle_to_point(get_viewport().get_mouse_position())
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$HitCollision.rotation.y = -$DreamerBody/Body/ArmPivot.rotation.z + face_rotation
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if ($DreamerBody/Body/ArmPivot.rotation_degrees.z < -90) or ($DreamerBody/Body/ArmPivot.rotation_degrees.z > 90):
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face_left = true
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$DreamerBody/Body/ArmPivot.scale.y = -1
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$DreamerBody/Body/ArmPivot.scale.x = -1
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var mouse_pos = get_viewport().get_mouse_position()
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mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y)
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$DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos)
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else:
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face_left = false
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$DreamerBody/Body/ArmPivot.scale.y = 1
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$DreamerBody/Body/ArmPivot.scale.x = 1
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else:
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$DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation
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$DreamerBody/Body/ArmPivot.scale.y = 1
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$DreamerBody/Body/ArmPivot.scale.x = 1
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$DreamerBody/Body/ArmPivot.rotation.z = 0
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if Input.is_action_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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$DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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var input_dir := Vector2.ZERO
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if not combatable:
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if input_dir.x > 0:
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face_left = false
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if input_dir.x < 0:
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face_left = true
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var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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$DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length()))
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else:
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if is_on_floor():
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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$DreamerBody/Animator.set("parameters/walk/blend_amount", 0)
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if direction and is_on_floor():
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walk_animation_time += delta * 25
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$DreamerBody.position.y = sin(walk_animation_time + 1) / 16
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$DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16
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else:
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walk_animation_time = 0
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$DreamerBody.rotation.z /= 1 + (delta * 2.5)
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$DreamerBody.position.y /= 1 + (delta * 12)
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if is_on_floor():
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$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
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$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
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else:
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if velocity.y < 0:
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$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
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$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
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else:
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$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
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$DreamerBody/Animator.set("parameters/leap/blend_amount", 1)
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move_and_slide()
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$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01
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