killbox/godot/scenes/player/player_node.gd
2025-02-06 13:42:14 +01:00

83 lines
3.2 KiB
GDScript

# ---------------------------------------------------------------------
# This script is supposed to control the node that is rendered on the
# client side, and send the changes to the server node
# ---------------------------------------------------------------------
extends Node3D
class_name PlayerInputController
var jumping: bool = false
var shooting: bool = false
var moving: bool = false
var look_dir: Vector2
var input_direction: Vector2
var camera_sens: float = 0.002
const JUMP_VELOCITY = 4.5
var character_speed: int = 5
var controlled_node: ServerNode = null
@export var owner_id: int
@onready var shared_node: CharacterBody3D = $SharedNode
@onready var camera_mount: Node3D = $SharedNode/CameraMount
@onready var camera: Camera3D = $SharedNode/CameraMount/Camera3D
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
shared_node.set_collision_layer_value(2, true)
shared_node.set_collision_mask_value(1, true)
shared_node.set_collision_mask_value(2, true)
camera.make_current()
func initial_position_sync():
shared_node.global_position = controlled_node.shared_node.global_position
shared_node.rotation = controlled_node.shared_node.rotation
func _input(event):
if multiplayer.get_unique_id() == get_multiplayer_authority():
if Input.is_action_just_pressed("jump"): jump()
if Input.is_action_just_released("shoot"): shooting = false
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
look_dir = event.relative * 1
shared_node.rotation.y -= look_dir.x * camera_sens * 1.0
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
controlled_node.set_rotation_x.rpc_id(1, shared_node.rotation.x)
controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y)
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"):
moving = true
else:
moving = false
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
func jump():
jumping = true
controlled_node.jump.rpc_id(1)
func _physics_process(delta: float) -> void:
if multiplayer.get_unique_id() == get_multiplayer_authority():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
controlled_node.set_input_direction.rpc_id(1, input_direction)
if not shared_node.is_on_floor():
shared_node.velocity += shared_node.get_gravity() * delta
if shared_node.is_on_floor() && jumping:
shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
#if shooting:
jumping = false
var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if shared_node.is_on_floor():
if direction:
#first_view_legs_anim.play("Run Forward")
shared_node.velocity.x = direction.x * consts.DEFAULT_CHARACTER_SPEED
shared_node.velocity.z = direction.z * consts.DEFAULT_CHARACTER_SPEED
else:
shared_node.velocity.x = move_toward(shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED)
shared_node.velocity.z = move_toward(shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED)
func _process(delta: float) -> void:
shared_node.move_and_slide()