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player.gd
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player.gd
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extends KinematicBody
export(float) var mouse_sensitivity = 0.2
var yaw = 0
#var pitch = 0
export(float) var g = -19.8
var vel = Vector3()
export(int) var MAX_SPEED = 8
export(int) var JUMP_SPEED = 7
export(int) var MAX_SLOPE_ANGLE = 30
export(int) var ACCEL= 6
export(int) var DEACCEL= 10
const TARGET_OUTER_RADIUS = 6.0
const TARGET_INNER_RADIUS = 4.0
const TRIGGER_DISTANCE = 0.8
const TARGET_ANGLE_DEG = 90
var is_running = false
var targeting_animation
var targeting_track_id = 0
var targeting_parent_matrices
var _time = 0
var _replay = false
var _animation_record = []
var _record = []
var closest_bullet_location = Vector3()
var _started = false
var allow_throw_gun = false
var gun_flying = false
var has_gun = true
var gun_position = Vector3()
var _start_trigger = null
var _replay_delay = 0
func pickup_gun():
if not has_gun:
# pick it up! do it!
has_gun = true
get_node("GunMesh").show()
print ("Weapon picked up!")
func throw_gun():
if gun_flying:
return
print ("throwing gun")
gun_flying = true
has_gun = false
var gun_world_transform = get_global_transform()
gun_world_transform.origin += gun_world_transform.basis[2] * 2 - gun_world_transform.basis[0]
var root = get_tree().get_root()
var current_scene = root.get_child( root.get_child_count() -1 )
current_scene.get_node("GunMesh").set_global_transform(gun_world_transform)
current_scene.get_node("GunMesh").show()
var credit_transform = gun_world_transform
credit_transform.origin += credit_transform.basis[2] * 2 - credit_transform.basis[0]
current_scene.get_node("Credit").set_global_transform(credit_transform)
current_scene.get_node("Credit").show()
credit_transform.origin += credit_transform.basis[2] * 1 + 4 *credit_transform.basis[0]
current_scene.get_node("CreditThx").set_global_transform(credit_transform)
current_scene.get_node("CreditThx").show()
get_node("GunMesh").hide()
pass
func _record_animation_state( animation, amount ):
_animation_record.push_back({ "time": _time, "animation": animation, "amount": amount })
var _once = true
func _fixed_process(delta):
if _replay:
if _once:
_time += _replay_delay
_once = false
_time -= delta
# replay movement
while _record.size() > 0 and _record[_record.size() - 1]["time"] > _time:
set_transform(_record[_record.size() - 1]["transform"])
_record.remove(_record.size() - 1)
# replay animations
while _animation_record.size() > 0 and _animation_record[_animation_record.size() - 1]["time"] > _time:
var ani = _animation_record[_animation_record.size() - 1]
get_node("AnimationTreePlayer").blend2_node_set_amount(ani["animation"], ani["amount"])
_animation_record.remove(_animation_record.size() - 1)
if _time <= 0:
_replay = false
_once = true
else:
_time += delta
_keyboardInput(delta)
_record.push_back({ "time": _time, "transform": get_transform() })
updateTargetAnimation(Transform(), delta)
if has_gun:
updateGunPosition()
func poseUpperArm():
var upper_arm_bone_id = get_node("Armature/Skeleton").find_bone("UpperArm_R")
#get_node("Armature/Skeleton").set_bone_global_pose (upper_arm_bone_id, Transform (
func initTargetAnimation():
# remove old animation of player
assert (get_node("AnimationPlayer").has_animation("Targeting"))
targeting_animation = get_node("AnimationPlayer").get_animation("Targeting")
var track_count = targeting_animation.get_track_count()
targeting_track_id = -1
for i in range (track_count):
if targeting_animation.track_get_path(i).get_property() == "UpperArm_R":
targeting_track_id = i
targeting_animation.track_set_interpolation_type (targeting_track_id, Animation.INTERPOLATION_NEAREST)
break
assert (targeting_track_id >= 0)
# compute the parent matrices that are used when orienting the arm
var skeleton = get_node("Armature/Skeleton")
var right_shoulder_bone_id = skeleton.find_bone("UpperArm_R")
var bone_id = right_shoulder_bone_id
targeting_parent_matrices = Matrix3(Vector3(1.0, 0.0, 0.0), 0.0)
while bone_id != 0:
var rest_orientation = skeleton.get_bone_rest (bone_id).basis
targeting_parent_matrices = rest_orientation * targeting_parent_matrices
bone_id = skeleton.get_bone_parent(bone_id)
pass
func resetTargetingAnimation():
# var orientation = targeting_parent_matrices.transposed() * player_orientation.transposed() * target_orientation * Matrix3 (Vector3(1.0, 0.0, 0.0), deg2rad(-90.0)) * targeting_parent_matrices
# targeting_animation.clear()
# targeting_track_id = targeting_animation.add_track (Animation.TYPE_TRANSFORM)
# targeting_animation.track_set_path (targeting_track_id, "Armature/Skeleton:UpperArm_R")
# targeting_animation.transform_track_insert_key (targeting_track_id, 0.0, Vector3(0.0, 0.0, 0.0), Quat(orientation), Vector3 (1.0, 1.0, 1.0))
#
# var root_track_id = targeting_animation.add_track (Animation.TYPE_TRANSFORM)
# targeting_animation.track_set_path (root_track_id, "Armature/Skeleton:Root")
# targeting_animation.transform_track_insert_key (targeting_track_id, 0.0, Vector3(0.0, 0.0, 0.0), Quat(), Vector3 (1.0, 1.0, 1.0))
pass
func updateTargetAnimation(transform, delta):
var bullet_location = findClosestBulletLocation()
if bullet_location == null:
var targeting_weighting = get_node("AnimationTreePlayer").blend2_node_get_amount("targeting")
if targeting_weighting > 0:
_record_animation_state("targeting", targeting_weighting)
get_node("AnimationTreePlayer").blend2_node_set_amount("targeting", max(0, targeting_weighting - delta))
return
# find the right shoulder
var skeleton = get_node("Armature/Skeleton")
var right_shoulder_bone_id = skeleton.find_bone("UpperArm_R")
var right_shoulder_transform = skeleton.get_bone_global_pose (right_shoulder_bone_id)
var right_shoulder_bone_transform = skeleton.get_bone_global_pose (right_shoulder_bone_id)
var shoulder_location = right_shoulder_transform.origin + get_global_transform().origin
var player_position = get_global_transform().origin
var direction = (shoulder_location - bullet_location).normalized()
# var target_orientation = Matrix3 (Vector3(0.0, 1.0, 0.0), angle)
# print ("atan: ", target_orientation, " direction = ", direction.normalized())
var up = Vector3 (0.0, 1.0, 0.0)
var side = up.cross(-direction)
var target_orientation = Matrix3(side, up, -direction)
var player_orientation = get_global_transform().basis
var rel_direction = player_orientation.transposed() * direction
var angle = atan2 (rel_direction.x, -rel_direction.z)
# var orientation = targeting_parent_matrices.transposed() * player_orientation.transposed() * target_orientation * Matrix3 (Vector3(1.0, 0.0, 0.0), deg2rad(-90.0)) * targeting_parent_matrices
# resetTargetingAnimation()
# targeting_track_id = targeting_animation.add_track (Animation.TYPE_TRANSFORM)
# targeting_animation.track_set_path (targeting_track_id, "Armature/Skeleton:UpperArm_R")
# targeting_animation.transform_track_insert_key (targeting_track_id, 0.0, Vector3(0.0, 0.0, 0.0), Quat(orientation), Vector3 (1.0, 1.0, 1.0))
# compute weighting of the targeting
var distance = (bullet_location - shoulder_location).length()
var targeting_weighting = 0.0
if distance < TARGET_OUTER_RADIUS:
if distance < TARGET_INNER_RADIUS:
targeting_weighting = 1.0
else:
targeting_weighting = (TARGET_OUTER_RADIUS - distance)/ (TARGET_OUTER_RADIUS - TARGET_INNER_RADIUS)
# angle targeting: depending on the angle we lift the arm
var angle_targeting = max (0.0, (TARGET_ANGLE_DEG * 0.5 - rad2deg(abs(angle))) / TARGET_ANGLE_DEG) * 2.0
targeting_weighting = targeting_weighting * angle_targeting
_record_animation_state("targeting", get_node("AnimationTreePlayer").blend2_node_get_amount("targeting"))
get_node("AnimationTreePlayer").blend2_node_set_amount("targeting", targeting_weighting)
func findClosestBulletLocation():
var bullets = get_node("/root/global").get_bullets()
if bullets.size() > 0:
var min_dist = 9999
var min_origin = null
for bullet in bullets:
if bullet != null and (not bullet._disabled or bullet._replay) and bullet.started:
var d = get_global_transform().origin.distance_to(bullet.get_global_transform().origin)
if d < min_dist:
min_dist = d
min_origin = bullet.get_global_transform().origin
return min_origin
else:
return null
func replay( delay = 0 ):
_replay_delay = delay
_replay = true
func _ready():
var b = get_global_transform().basis[2]
yaw = 90 - rad2deg(atan2(b.z, b.x))
set_process_input(true)
set_fixed_process(true)
# get_node("AnimationTreePlayer").set_active(false)
initTargetAnimation()
_start_trigger = get_node("../StartTrigger")
if _start_trigger == null:
_start_trigger = get_node("../../StartTrigger")
func start():
if not _started:
_started = true
# Order of start and register_replay is important
get_node("/root/global").start()
get_node("/root/global").register_replay(self, "player")
func _keyboardInput(delta):
var dir = Vector3(0,0,0)
var player_xform = get_global_transform()
if Input.is_action_pressed("forward"):
dir += player_xform.basis[2]
elif Input.is_action_pressed("backward"):
dir += -player_xform.basis[2]
if Input.is_action_pressed("strafe_left"):
dir += player_xform.basis[0]
elif Input.is_action_pressed("strafe_right"):
dir += -player_xform.basis[0]
if Input.is_action_pressed("throw_weapon") and allow_throw_gun:
throw_gun()
dir.y = 0
dir = dir.normalized()
if not _started:
if _start_trigger == null and dir.length() != 0:
start()
elif _start_trigger != null:
var origin = get_global_transform().origin
var trigger = _start_trigger.get_global_transform().origin
if origin.distance_to( trigger ) < TRIGGER_DISTANCE:
pickup_gun()
start()
vel.y+=delta*g
var hvel = vel
hvel.y=0
var target = dir*MAX_SPEED
var accel
if (dir.dot(hvel) >0):
accel=ACCEL
get_node("AnimationTreePlayer").timescale_node_set_scale("scale",1.0)
else:
accel=DEACCEL
get_node("AnimationTreePlayer").timescale_node_set_scale("scale",-1.0)
hvel = hvel.linear_interpolate(target,accel*delta)
vel.x=hvel.x
vel.z=hvel.z
if (not is_running and (vel.x * vel.x + vel.z * vel.z) > 0.1):
is_running = true
if (is_running and (vel.x * vel.x + vel.z * vel.z) < 0.1):
is_running = false
_record_animation_state("run", get_node("AnimationTreePlayer").blend2_node_get_amount("run"))
if (is_running):
get_node("AnimationTreePlayer").blend2_node_set_amount("run",max(vel.length()/MAX_SPEED,1.0))
else:
get_node("AnimationTreePlayer").blend2_node_set_amount("run",0.0)
#get_node("AnimationPlayer").stop_all()
#get_node("AnimationPlayer").play("Targeting")
var motion = vel*delta
motion=move(vel*delta)
var on_floor = false
var original_vel = vel
var floor_velocity=Vector3()
var attempts=4
if is_colliding():
var node = get_collider()
if node.get_name() == "Bullet":
node.player_collision()
else:
while(is_colliding() and attempts):
var n=get_collision_normal()
if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ):
#if angle to the "up" vectors is < angle tolerance
#char is on floor
floor_velocity=get_collider_velocity()
on_floor=true
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
#do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
if (motion.length()<0.001):
break
attempts-=1
if (on_floor and floor_velocity!=Vector3()):
move(floor_velocity*delta)
if (on_floor and Input.is_action_pressed("jump")):
vel.y=JUMP_SPEED
func updateGunPosition ():
var skeleton = get_node("Armature/Skeleton")
var right_hand_bone_id = skeleton.find_bone("Hand_R")
var right_hand_transform = skeleton.get_bone_global_pose (right_hand_bone_id)
gun_position = right_hand_transform.basis
get_node("GunMesh").set_transform(right_hand_transform.rotated(Vector3(0.0, 0.0, 0.0), 180))
func _input(event):
_mouseLook(event)
func _mouseLook(event):
if not _replay and (event.type == InputEvent.MOUSE_MOTION or event.type == InputEvent.SCREEN_DRAG):
yaw = fmod(yaw - event.relative_x * mouse_sensitivity, 360)
#pitch = fmod(pitch - event.relative_y * mouse_sensitivity, 360)
set_rotation(Vector3(0, deg2rad(yaw) , 0))
#get_node("CameraConnector").set_rotation(Vector3(deg2rad(pitch), 0, 0))
func _enter_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _exit_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)