generated from krampus/template-godot4
121 lines
3.4 KiB
GDScript
121 lines
3.4 KiB
GDScript
extends MechCharacter
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var _heat: float = 0.0
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var _damage: float = 0.0
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@onready var camera_root: ThirdPersonCamera = $CameraRoot
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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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")
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@onready var _heat_meter: ProgressBar = get_tree().get_first_node_in_group("HeatMeterGroup")
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@onready var _damage_meter: ProgressBar = get_tree().get_first_node_in_group("DamageMeterGroup")
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@onready
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var _structure_meter: StructureMeter = get_tree().get_first_node_in_group("StructureMeterGroup")
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# gdlint: disable=class-definitions-order
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var structure: int:
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set(value):
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_structure_meter.structure_count = clamp(
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value, StructureMeter.MIN_STRUCTURE, StructureMeter.MAX_STRUCTURE
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)
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get:
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return _structure_meter.structure_count
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# gdlint: enable=class-definitions-order
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func deal_damage(delta: float) -> void:
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_damage = clamp(_damage + delta, 0.0, 100.0)
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_damage_meter.value = _damage
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func deal_heat(delta: float) -> void:
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_heat = clamp(_heat + delta, 0.0, 100.0)
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_heat_meter.value = _heat
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func deal_structure(delta: int) -> void:
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structure += delta
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func _physics_process(delta: float) -> void:
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var delta_factor: float = delta * GameState.TARGET_FPS
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# DEBUG BLOCK {{{
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if Input.is_action_just_pressed("ui_left"):
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deal_structure(-1)
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if Input.is_action_just_pressed("ui_right"):
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deal_structure(1)
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if Input.is_action_just_pressed("ui_up"):
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deal_heat(1)
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deal_damage(-1)
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if Input.is_action_just_pressed("ui_down"):
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deal_heat(-1)
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deal_damage(1)
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if Input.is_action_just_pressed("ui_cancel"):
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shutdown()
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# DEBUG BLOCK }}}
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if is_boosting():
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_crosshair.jostle(Vector2(randf_range(-3, 3), randf_range(-3, 3)))
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# Handle jump.
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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():
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# Jump cancels boost
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animation_tree["parameters/boost/request"] = 2 # Abort
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# Get the input direction and handle the movement/deceleration.
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var movement: Vector3 = Vector3.ZERO
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var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "backward")
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if input_dir:
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# Transform movement based on camera angle
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movement = (
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(
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camera_root.global_transform.basis
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* Vector3(input_dir.x, 0.0, input_dir.y)
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* Vector3(-1.0, 0.0, -1.0)
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)
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. normalized()
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)
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if Input.is_action_just_pressed("boost"):
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boost(movement)
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_overlay.play_boost()
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animation_player.play("boost_fov")
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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():
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mesh.rotation.y = lerp_angle(
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mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
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)
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animation_tree["parameters/walk_space/blend_position"] = lerp(
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animation_tree["parameters/walk_space/blend_position"],
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input_dir if input_dir.y <= 0 else (input_dir * Vector2(-1, 1)),
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delta_factor * TURN_SENSITIVITY
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)
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if Input.is_action_just_pressed("weapon_trigger"):
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_weapon.trigger()
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if Input.is_action_just_released("weapon_trigger"):
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_weapon.release()
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# Take heat if exposed to the sun:
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if not shadow_listener.in_shadow():
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deal_heat(GameState.SOLAR_HEAT_RATE)
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super.physics_process(movement, delta)
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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))
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