Init the godot project
- Add a first-view controller and a bunch of things - First shooting implementation - Remove heavy models and clean the project up
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111
scripts/character_controller.gd
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111
scripts/character_controller.gd
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# ---------------------------------------------------------------------
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# This script is supposed to handle character movement logic
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# ---------------------------------------------------------------------
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class_name Player extends CharacterBody3D
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@export_category("Player")
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@export_range(1, 35, 1) var speed: float = 11 # m/s
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@export_range(10, 400, 1) var acceleration: float = 90 # m/s^2
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@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
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@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
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@onready var upper_torso: CSGSphere3D = $UpperTorso
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@onready var upper_torso_default_position: Vector3 = upper_torso.position
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@export var ANIMATION_PLAYER : AnimationPlayer
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@onready var body: Node3D = $RealBody
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var jumping: bool = false
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var mouse_captured: bool = false
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var move_dir: Vector2 # Input direction for movement
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var look_dir: Vector2 # Input direction for look/aim
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var walk_vel: Vector3 # Walking velocity
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var grav_vel: Vector3 # Gravity velocity
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var jump_vel: Vector3 # Jumping velocity
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var is_crouch: bool = false
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@onready var camera: Node3D = $UpperTorso
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@onready var character: Node3D = $"."
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func _ready() -> void:
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capture_mouse()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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look_dir = event.relative * 0.001
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if mouse_captured: _rotate_camera()
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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if Input.is_action_just_pressed("crouch"): crouch()
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if Input.is_action_just_released("crouch"): uncrouch()
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func _physics_process(delta: float) -> void:
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if mouse_captured: _handle_joypad_camera_rotation(delta)
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velocity = _walk(delta) + _gravity(delta) + _jump(delta)
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move_and_slide()
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func capture_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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mouse_captured = true
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func release_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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mouse_captured = false
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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character.rotation.y -= look_dir.x * camera_sens * sens_mod
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camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
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func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void:
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var joypad_dir: Vector2 = Input.get_vector("look_left","look_right","look_up","look_down")
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if joypad_dir.length() > 0:
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look_dir += joypad_dir * delta
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_rotate_camera(sens_mod)
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look_dir = Vector2.ZERO
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func _walk(delta: float) -> Vector3:
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move_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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var _forward: Vector3 = camera.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y)
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var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized()
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#_crouch(delta)
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var cur_speed: float
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if is_crouch:
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cur_speed = speed / 3
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#upper_torso.position.y -= 10
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else:
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cur_speed = speed
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if Input.is_action_pressed("silent_walk"):
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walk_vel = walk_vel.move_toward(walk_dir * (cur_speed / 1.5) * move_dir.length(), (acceleration / 1.5) * delta)
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else:
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walk_vel = walk_vel.move_toward(walk_dir * cur_speed * move_dir.length(), acceleration * delta)
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var body := $character
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return walk_vel
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func crouch():
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ANIMATION_PLAYER.play("Crouch", -1, 7.0)
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is_crouch = true
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func uncrouch():
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ANIMATION_PLAYER.play("Crouch", -1, -7.0)
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is_crouch = false
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func _gravity(delta: float) -> Vector3:
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grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta)
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return grav_vel
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func _jump(delta: float) -> Vector3:
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if jumping:
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if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
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jumping = false
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return jump_vel
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jump_vel = Vector3.ZERO if is_on_floor() else jump_vel.move_toward(Vector3.ZERO, gravity * delta)
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return jump_vel
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