gmtk24/scripts/Player.cs

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4.5 KiB
C#
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using Godot;
namespace Gmtk24 {
public partial class Player : CharacterBody3D {
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[Export]
public float MovementSpeed = 7;
[Export]
public float SprintMultiplier = 1.5f;
[Export]
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public float JumpVelocity = 10;
[Export]
public float JumpBufferLengthSeconds = 0.2f;
[Export]
public float Gravity = 20;
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[Export]
public Node3D Eye;
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[ExportCategory("Noises")]
[Export]
public AudioStreamPlayer HeightBasedWindPlayer;
[Export]
public float MinVolumeWindHeight = 0;
[Export]
public float MaxVolumeWindHeight = 0;
[Export]
public AudioStreamPlayer3D FootstepPlayer;
[Export]
public float FootstepNoiseInterval = 0.25f;
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private float CurrentYaw = 0;
private float CurrentPitch = 0;
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private float JumpBufferTime = 0;
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private float FootstepCooldown = 0;
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public override void _UnhandledInput(InputEvent @event) {
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured) {
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var cameraSensitivity = UserSettings.Singleton.GetCameraSpeedMultipliers();
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var mouseMultiplier = 0.0003f;
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CurrentYaw -= mouseMotion.ScreenRelative.X * mouseMultiplier * cameraSensitivity.X;
CurrentPitch -= mouseMotion.ScreenRelative.Y * mouseMultiplier * cameraSensitivity.Y;
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GetViewport().SetInputAsHandled();
}
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if (@event.IsActionPressed("jump")) {
JumpBufferTime = JumpBufferLengthSeconds;
}
}
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public override void _Process(double delta) {
var yawInput = Input.GetActionStrength("look_left") - Input.GetActionStrength("look_right");
var pitchInput = Input.GetActionStrength("look_up") - Input.GetActionStrength("look_down");
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var cameraSensitivity = UserSettings.Singleton.GetCameraSpeedMultipliers();
CurrentYaw += yawInput * cameraSensitivity.X * (float)delta;
if (Eye != null) {
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CurrentPitch += pitchInput * cameraSensitivity.Y * (float)delta;
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CurrentPitch = Mathf.Clamp(CurrentPitch, -Mathf.Pi * 0.49f, Mathf.Pi * 0.49f);
}
Eye.Quaternion = new Quaternion(Vector3.Up, CurrentYaw) * new Quaternion(Vector3.Right, CurrentPitch);
if (JumpBufferTime > 0) {
JumpBufferTime -= (float)delta;
}
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float windRange = MaxVolumeWindHeight - MinVolumeWindHeight;
float windVol = windRange == 0 ? 1 : Mathf.Clamp((Position.Y - MinVolumeWindHeight) / windRange, 0, 1);
if (windVol != 0 && !HeightBasedWindPlayer.Playing) {
HeightBasedWindPlayer.Play();
}
HeightBasedWindPlayer.VolumeDb = Mathf.LinearToDb(windVol);
if (IsOnFloor() && Velocity.Length() > 1) {
FootstepCooldown -= (float)delta * Velocity.Length();
if (IsInstanceValid(FootstepPlayer) && FootstepCooldown < 0) {
FootstepPlayer.GlobalPosition = GlobalPosition;
FootstepPlayer.Play();
FootstepCooldown += FootstepNoiseInterval;
}
} else {
FootstepCooldown = 0;
}
}
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public override void _PhysicsProcess(double delta) {
Vector3 moveInput = new Vector3(
Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"), 0,
Input.GetActionStrength("move_backward") - Input.GetActionStrength("move_forward")
);
Vector3 move = Eye.Basis * moveInput;
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move.Y = 0;
move = move.Normalized() * Mathf.Min(1, moveInput.Length()) * MovementSpeed;
if (Input.IsActionPressed("sprint")) {
move *= SprintMultiplier;
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}
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Vector3 vel = Velocity;
vel.X = move.X;
vel.Z = move.Z;
vel += Vector3.Down * Gravity * (float)delta;
bool tooLow = Position.Y < 0;
bool askedToJump = (IsOnFloor() || tooLow) && JumpBufferTime > 0;
if (askedToJump) {
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JumpBufferTime = 0;
vel += Vector3.Up * JumpVelocity;
}
if (tooLow && vel.Y < 0) {
vel.Y = 0;
}
Velocity = vel;
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MoveAndSlide();
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}
}
}