FPS game progress

This commit is contained in:
2023-07-24 22:16:01 -07:00
parent c355547a0d
commit d098cfb017
19 changed files with 533 additions and 3 deletions

101
Scripts/Player.cs Normal file
View File

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using Godot;
public partial class Player : CharacterBody3D
{
[Signal]
public delegate void OnHitEventHandler();
public const float _speed = 5.0f;
public const float _jumpVelocity = 4.5f;
[Export]
private float _mouseSensitivity = 0.03f;
[Export]
private float _joystickDeadZone = 0.5f;
[Export]
private float _sensitivityHorizontal = 0.5f;
[Export]
private float _sensitivityVertical = 0.5f;
[Export]
private Node3D _pivot;
private RayCast3D _aimCast;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public static float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready()
{
Input.MouseMode = Input.MouseModeEnum.Captured;
_aimCast = GetNode<RayCast3D>("Pivot/Camera3D/AimCast");
}
public override void _PhysicsProcess(double delta)
{
var isOnFloor = IsOnFloor();
Velocity = MovePlayer(Velocity, Transform.Basis, (float)delta, isOnFloor);
MoveAndSlide();
}
public override void _Process(double delta)
{
var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
if (Mathf.Abs(joyRightX) > _joystickDeadZone)
RotateY(Mathf.DegToRad(-joyRightX * _sensitivityHorizontal));
if (Mathf.Abs(joyRightY) > _joystickDeadZone)
{
_pivot.RotateX(Mathf.DegToRad(-joyRightY * _sensitivityVertical));
_pivot.Rotation = new Vector3(Mathf.Clamp(_pivot.Rotation.X, Mathf.DegToRad(-80), Mathf.DegToRad(80)), _pivot.Rotation.Y, _pivot.Rotation.Z);
}
}
public override void _Input(InputEvent @event)
{
if (Input.IsActionJustPressed("quit"))
GetTree().Quit();
if (@event is InputEventMouseMotion inputMouseEvent)
{
RotateY(Mathf.DegToRad(-inputMouseEvent.Relative.X * _mouseSensitivity));
_pivot.RotateX(Mathf.DegToRad(-inputMouseEvent.Relative.Y * _mouseSensitivity));
_pivot.Rotation = new Vector3(Mathf.Clamp(_pivot.Rotation.X, Mathf.DegToRad(-80), Mathf.DegToRad(80)), _pivot.Rotation.Y, _pivot.Rotation.Z);
}
if (@event.IsActionPressed("fire") && _aimCast.IsColliding())
{
EmitSignal(SignalName.OnHit);
_aimCast.GetCollider().Call("OnHitEvent", 3);
}
}
private static Vector3 MovePlayer(Vector3 velocity, Basis basis, float delta, bool isOnFloor)
{
var startingVelocity = velocity;
// Add the gravity.
if (!isOnFloor)
velocity.Y -= gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("jump") && isOnFloor)
velocity.Y = _jumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("left", "right", "up", "down");
Vector3 direction = (basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
}
else
{
velocity.X = Mathf.MoveToward(startingVelocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(startingVelocity.Z, 0, _speed);
}
return velocity;
}
}