heliostat/src/player/player.gd

121 lines
3.4 KiB
GDScript

extends MechCharacter
var _heat: float = 0.0
var _damage: float = 0.0
@onready var camera_root: ThirdPersonCamera = $CameraRoot
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var _crosshair: Crosshair = get_tree().get_first_node_in_group("CrosshairGroup")
@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")
# gdlint: disable=class-definitions-order
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
func deal_damage(delta: float) -> void:
_damage = clamp(_damage + delta, 0.0, 100.0)
_damage_meter.value = _damage
func deal_heat(delta: float) -> void:
_heat = clamp(_heat + delta, 0.0, 100.0)
_heat_meter.value = _heat
func deal_structure(delta: int) -> void:
structure += delta
func _physics_process(delta: float) -> void:
var delta_factor: float = delta * GameState.TARGET_FPS
# DEBUG BLOCK {{{
if Input.is_action_just_pressed("ui_left"):
deal_structure(-1)
if Input.is_action_just_pressed("ui_right"):
deal_structure(1)
if Input.is_action_just_pressed("ui_up"):
deal_heat(1)
deal_damage(-1)
if Input.is_action_just_pressed("ui_down"):
deal_heat(-1)
deal_damage(1)
if Input.is_action_just_pressed("ui_cancel"):
shutdown()
# DEBUG BLOCK }}}
if is_boosting():
_crosshair.jostle(Vector2(randf_range(-3, 3), randf_range(-3, 3)))
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_FORCE
if is_boosting():
# Jump cancels boost
animation_tree["parameters/boost/request"] = 2 # Abort
# Get the input direction and handle the movement/deceleration.
var movement: Vector3 = Vector3.ZERO
var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "backward")
if input_dir:
# Transform movement based on camera angle
movement = (
(
camera_root.global_transform.basis
* Vector3(input_dir.x, 0.0, input_dir.y)
* Vector3(-1.0, 0.0, -1.0)
)
. normalized()
)
if Input.is_action_just_pressed("boost"):
boost(movement)
_overlay.play_boost()
animation_player.play("boost_fov")
animation_player.seek(0)
# Slowly turn mesh towards camera vector when moving on ground
if is_on_floor():
mesh.rotation.y = lerp_angle(
mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
)
animation_tree["parameters/walk_space/blend_position"] = lerp(
animation_tree["parameters/walk_space/blend_position"],
input_dir if input_dir.y <= 0 else (input_dir * Vector2(-1, 1)),
delta_factor * TURN_SENSITIVITY
)
if Input.is_action_just_pressed("weapon_trigger"):
_weapon.trigger()
if Input.is_action_just_released("weapon_trigger"):
_weapon.release()
# Take heat if exposed to the sun:
if not shadow_listener.in_shadow():
deal_heat(GameState.SOLAR_HEAT_RATE)
super.physics_process(movement, delta)
func _on_mech_stomp() -> void:
_crosshair.jostle(Vector2(randf_range(-1, 1), randf_range(-1, 5)))
# camera_root.jostle(randf_range(-2, 2))