heliostat/src/player/player.gd

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extends CharacterBody3D
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const BASE_SPEED: float = 5.0
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const BOOST_FORCE: float = 20.0
const JUMP_FORCE: float = 8.0
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const INPUT_SENSITIVITY: float = 0.7
const TURN_SENSITIVITY: float = 0.04
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@onready var camera_root: ThirdPersonCamera = $CameraRoot
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@onready var mesh: Node3D = $Mesh
@onready var animation_tree: AnimationTree = $Mesh/Mech/AnimationTree
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var shadow_listener: ShadowListener = $ShadowListener
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@onready var spark_shower: GPUParticles3D = $SparkShower
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@onready var _crosshair: Crosshair = get_tree().get_first_node_in_group("CrosshairGroup")
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@onready var _overlay: OverlayEffects = get_tree().get_first_node_in_group("OverlayEffectsGroup")
@onready var _heat_meter: ProgressBar = get_tree().get_first_node_in_group("HeatMeterGroup")
@onready var _damage_meter: ProgressBar = get_tree().get_first_node_in_group("DamageMeterGroup")
@onready
var _structure_meter: StructureMeter = get_tree().get_first_node_in_group("StructureMeterGroup")
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# gdlint: disable=class-definitions-order
var _heat: float = 0.0
var heat: float:
set(value):
_heat = clamp(value, 0.0, 100.0)
_heat_meter.value = _heat
get:
return _heat
var _damage: float = 0.0
var damage: float:
set(value):
_damage = clamp(value, 0.0, 100.0)
_damage_meter.value = _damage
get:
return _damage
var structure: int:
set(value):
_structure_meter.structure_count = clamp(
value, StructureMeter.MIN_STRUCTURE, StructureMeter.MAX_STRUCTURE
)
get:
return _structure_meter.structure_count
# gdlint: enable=class-definitions-order
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func is_boosting() -> bool:
return animation_tree["parameters/boost/active"]
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func shutdown() -> void:
animation_tree["parameters/online_state/transition_request"] = "offline"
spark_shower.emitting = true
func _physics_process(delta: float) -> void:
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var delta_factor: float = delta * GameState.TARGET_FPS
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# DEBUG BLOCK {{{
if Input.is_action_just_pressed("ui_left"):
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structure -= 1
if Input.is_action_just_pressed("ui_right"):
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structure += 1
if Input.is_action_just_pressed("ui_up"):
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heat += 1
damage -= 1
if Input.is_action_just_pressed("ui_down"):
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heat -= 1
damage += 1
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if Input.is_action_just_pressed("ui_cancel"):
shutdown()
# DEBUG BLOCK }}}
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var effective_gravity: float = GameState.gravity
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if is_boosting():
_crosshair.jostle(Vector2(randf_range(-3, 3), randf_range(-3, 3)))
effective_gravity *= 0.1
# Add the gravity.
if not is_on_floor():
velocity.y -= effective_gravity * delta
animation_tree["parameters/jump_state/transition_request"] = "in_air"
animation_tree["parameters/anim_state/transition_request"] = "air"
elif animation_tree["parameters/anim_state/current_state"] == "air":
# If not on floor but still in jump state, transition back to landing
animation_tree["parameters/jump_state/transition_request"] = "end"
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_FORCE
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if is_boosting():
# Jump cancels boost
animation_tree["parameters/boost/request"] = 2 # Abort
# Get the input direction and handle the movement/deceleration.
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var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "backward")
if input_dir:
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# Transform movement based on camera angle
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var movement: Vector3 = (
(
camera_root.global_transform.basis
* Vector3(input_dir.x, 0.0, input_dir.y)
* Vector3(-1.0, 0.0, -1.0)
)
. normalized()
)
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if not is_boosting():
velocity.x = lerpf(
velocity.x, movement.x * BASE_SPEED, delta_factor * INPUT_SENSITIVITY
)
velocity.z = lerpf(
velocity.z, movement.z * BASE_SPEED, delta_factor * INPUT_SENSITIVITY
)
if Input.is_action_just_pressed("boost"):
velocity.x += movement.x * BOOST_FORCE
velocity.z += movement.z * BOOST_FORCE
velocity.y = 0.0
mesh.rotation.y = atan2(velocity.x, velocity.z)
animation_tree["parameters/boost/request"] = 1
_overlay.play_boost()
animation_player.play("boost_fov")
animation_player.seek(0)
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# Slowly turn mesh towards camera vector when moving on ground
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if is_on_floor():
mesh.rotation.y = lerp_angle(
mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
)
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animation_tree["parameters/walk_space/blend_position"] = lerp(
animation_tree["parameters/walk_space/blend_position"],
input_dir,
delta_factor * TURN_SENSITIVITY
)
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var drag: float = (
GameState.FRICTION if (is_on_floor() and not is_boosting()) else GameState.AIR_DRAG
)
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velocity.x = lerpf(velocity.x, 0.0, delta_factor * drag)
velocity.z = lerpf(velocity.z, 0.0, delta_factor * drag)
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# Take heat if exposed to the sun:
if not shadow_listener.in_shadow():
heat += GameState.SOLAR_HEAT_RATE
move_and_slide()
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func _on_mech_stomp() -> void:
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_crosshair.jostle(Vector2(randf_range(-1, 1), randf_range(-1, 5)))
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# camera_root.jostle(randf_range(-2, 2))