joeblox/player/player.gd

226 lines
5.4 KiB
GDScript

class_name Player extends CharacterBody3D
@export var walk_speed = 12
@export var jump_power = 32
@export var fall_speed = 86
const gear_slots = ["1", "2", "3"]
@onready var spawn = Vector3(position)
var starting_gear = preload("res://gears/ball.tscn")
var health = 100
var suspended = false
var direction = Vector3.ZERO
var target_velocity = Vector3.ZERO
func resize_ui():
var hud_h = 200
var size = get_viewport().get_visible_rect().size
$Message.size.x = size.x
$HUD.size.x = size.x
$HUD.size.y = hud_h
$HUD.position.x = 0
$HUD.position.y = size.y - hud_h
func make_hud():
var text = ""
for node in $Backpack.get_children():
if not node is Gear:
continue
text += "%s (%s)\n" % [node.gear_name(), node.name]
text += "Holding " + $Pivot/Container/Gear.gear_name() + "\n"
text += str(health) + " hp"
$HUD.text = text
func message(string):
$Message.text = string
$Message.visible = true
$Message/VanishTimer.start()
func die():
suspended = true
visible = false
$HUD.visible = false
# strip gears
for gear in $Backpack.get_children():
gear.queue_free()
$Pivot/Container/Gear.queue_free()
$RespawnTimer.start()
message("Le gone")
func respawn():
position = Vector3(spawn)
$CameraGimbal.reset()
health = 100
visible = true
suspended = false
# add starting gear
var gear = starting_gear.instantiate()
$Pivot/Container.add_child(gear)
make_hud()
$HUD.visible = true
# Backpack functions
func find_free_slot():
for slot in gear_slots:
if not has_node("Backpack/" + slot):
return slot
return null
func use_backpack_slot(n):
assert(gear_slots.has(n))
var gear_node = "Backpack/" + n
var old = $Pivot/Container/Gear
# check if gear is at slot
if not has_node(gear_node):
message("Gear not found")
return
# place current gear in first free slot
var slot = find_free_slot()
if slot:
old.name = slot
old.reparent($Backpack, false)
get_node(gear_node).reparent($Pivot/Container, false)
get_node("Pivot/Container/" + n).name = "Gear"
make_hud()
return
# couldn't find a free slot, so replace
# the new slot with the current gear
get_node(gear_node).reparent($Pivot/Container, false)
old.reparent($Backpack, false)
old.name = n
get_node("Pivot/Container/" + n).name = "Gear"
make_hud()
return
func equip(gear: Gear):
var gear_name = gear.gear_name()
# do we have the gear equipped?
if gear_name == $Pivot/Container/Gear.gear_name():
return false
# do we have the gear in our backpack?
for item in $Backpack.get_children():
if item.gear_name() == gear_name:
use_backpack_slot(item.name)
return false
# we do not have the gear, so set aside
# the current gear and equip the new one
var old = $Pivot/Container/Gear
var new_gear: Gear
# place current gear in first free slot
var slot = find_free_slot()
if slot:
old.name = slot
old.reparent($Backpack, false)
new_gear = gear.duplicate()
new_gear.name = "Gear"
$Pivot/Container.add_child(new_gear)
make_hud()
message("You picked up a " + gear_name + "!")
return true
# if no slots are free
message("Backpack full")
return false
# Player movement and engine callbacks
func move_player(x, z):
var camera_basis = $CameraGimbal.get_global_transform().basis
# rotate player
get_global_transform().basis = Basis($CameraGimbal.basis)
var z_basis = -camera_basis.z
if z == 1:
z_basis = -z_basis
$Pivot.basis = Basis.looking_at(z_basis.normalized())
$CollisionShape3D.basis = $Pivot.basis
# apply camera direction to movement direction
if z != 0:
# adding the value to the existing direction
# variable lets the user press multiple keys
# to move diagonally
direction += camera_basis.z * z
if x != 0:
direction += camera_basis.x * x
func _ready():
get_viewport().size_changed.connect(resize_ui)
resize_ui()
respawn()
func _physics_process(delta):
if suspended:
return
if health < 1 or position.y <= -1000:
die()
# UI and backpack keys
if Input.is_action_just_pressed("backpack_1"):
use_backpack_slot("1")
if Input.is_action_just_pressed("backpack_2"):
use_backpack_slot("2")
if Input.is_action_just_pressed("backpack_3"):
use_backpack_slot("3")
# Movement keys
var mx = 0
var mz = 0
if Input.is_action_pressed("move_forward"):
mz -= 1
if Input.is_action_pressed("move_back"):
mz += 1
if Input.is_action_pressed("move_left"):
mx -= 1
if Input.is_action_pressed("move_right"):
mx += 1
if Input.is_action_pressed("jump") and is_on_floor():
target_velocity.y = jump_power
if !(mx == 0 and mz == 0):
move_player(mx, mz)
target_velocity.x = direction.x * walk_speed
target_velocity.z = direction.z * walk_speed
direction = Vector3.ZERO
if not is_on_floor():
target_velocity.y = target_velocity.y - (fall_speed * delta)
velocity = target_velocity
move_and_slide()
# Gear uses
var gear = $Pivot/Container/Gear
assert(gear is Gear)
if gear.continuous():
if Input.is_action_pressed("gear_use"):
gear.use(self)
else:
if Input.is_action_just_pressed("gear_use"):
gear.use(self)
# Signals
func _on_vanish_timer_timeout():
$Message.visible = false
# Ensure that gears are invisible in the backpack.
# As children of a Node they will be detached from
# 3D space so if visible is true they may be visibly
# littered on the ground where the player changed
# gears.
func _on_backpack_child_entered_tree(node):
assert(node is Gear)
node.visible = false
func _on_backpack_child_exiting_tree(node):
assert(node is Gear)
node.visible = true