mirror of
				https://github.com/KevinMidboe/linguist.git
				synced 2025-10-29 17:50:22 +00:00 
			
		
		
		
	References: * https://github.com/okamstudio/godot/wiki/gdscript * http://www.godotengine.org/ Some projects using it: * https://github.com/okamstudio/godot * https://github.com/Qwertie-/Godot-games My motivation for adding it: To disambiguate these .gd files from GAP .gd files.
		
			
				
	
	
		
			244 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
| 
 | |
| extends RigidBody
 | |
| 
 | |
| # member variables here, example:
 | |
| # var a=2
 | |
| # var b="textvar"
 | |
| 
 | |
| #var dir=Vector3()
 | |
| 
 | |
| const ANIM_FLOOR = 0
 | |
| const ANIM_AIR_UP = 1
 | |
| const ANIM_AIR_DOWN = 2
 | |
| 
 | |
| const SHOOT_TIME = 1.5
 | |
| const SHOOT_SCALE = 2
 | |
| 
 | |
| const CHAR_SCALE = Vector3(0.3,0.3,0.3)
 | |
| 
 | |
| var facing_dir = Vector3(1, 0, 0)
 | |
| var movement_dir = Vector3()
 | |
| 
 | |
| var jumping=false
 | |
| 
 | |
| var turn_speed=40
 | |
| var keep_jump_inertia = true
 | |
| var air_idle_deaccel = false
 | |
| var accel=19.0
 | |
| var deaccel=14.0
 | |
| var sharp_turn_threshhold = 140
 | |
| 
 | |
| var max_speed=3.1
 | |
| var on_floor = false
 | |
| 
 | |
| var prev_shoot = false
 | |
| 
 | |
| var last_floor_velocity = Vector3()
 | |
| 
 | |
| var shoot_blend = 0
 | |
| 
 | |
| func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):
 | |
| 
 | |
| 	var n = p_target # normal
 | |
| 	var t = n.cross(current_gn).normalized()
 | |
| 	
 | |
| 	var x = n.dot(p_facing)
 | |
| 	var y = t.dot(p_facing)
 | |
| 	
 | |
| 	var ang = atan2(y,x)
 | |
| 	
 | |
| 	if (abs(ang)<0.001): # too small
 | |
| 		return p_facing
 | |
| 	
 | |
| 	var s = sign(ang)
 | |
| 	ang = ang * s
 | |
| 	var turn = ang * p_adjust_rate * p_step
 | |
| 	var a
 | |
| 	if (ang<turn):
 | |
| 		a=ang
 | |
| 	else:
 | |
| 		a=turn
 | |
| 	ang = (ang - a) * s
 | |
| 	
 | |
| 	return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length()
 | |
| 
 | |
| 
 | |
| 
 | |
| func _integrate_forces( state ):
 | |
| 
 | |
| 	var lv = state.get_linear_velocity() # linear velocity
 | |
| 	var g = state.get_total_gravity()
 | |
| 	var delta = state.get_step()
 | |
| 	var d = 1.0 - delta*state.get_total_density()
 | |
| 	if (d<0):
 | |
| 		d=0
 | |
| 	lv += g * delta #apply gravity
 | |
| 
 | |
| 	var anim = ANIM_FLOOR
 | |
| 
 | |
| 	var up = -g.normalized() # (up is against gravity)
 | |
| 	var vv = up.dot(lv) # vertical velocity
 | |
| 	var hv = lv - (up*vv) # horizontal velocity
 | |
| 
 | |
| 
 | |
| 
 | |
| 	var hdir = hv.normalized() # horizontal direction
 | |
| 	var hspeed = hv.length()	#horizontal speed
 | |
| 
 | |
| 	var floor_velocity
 | |
| 	var onfloor = false
 | |
| 
 | |
| 	if (state.get_contact_count() == 0):
 | |
| 		floor_velocity = last_floor_velocity
 | |
| 	else:
 | |
| 		for i in range(state.get_contact_count()):
 | |
| 			if (state.get_contact_local_shape(i) != 1):
 | |
| 				continue
 | |
| 			
 | |
| 			onfloor = true
 | |
| 			floor_velocity = state.get_contact_collider_velocity_at_pos(i)
 | |
| 			break
 | |
| 		
 | |
| 
 | |
| 	var dir = Vector3() #where does the player intend to walk to
 | |
| 	var cam_xform = get_node("target/camera").get_global_transform()
 | |
| 	
 | |
| 	if (Input.is_action_pressed("move_forward")):
 | |
| 		dir+=-cam_xform.basis[2] 
 | |
| 	if (Input.is_action_pressed("move_backwards")):
 | |
| 		dir+=cam_xform.basis[2] 
 | |
| 	if (Input.is_action_pressed("move_left")):
 | |
| 		dir+=-cam_xform.basis[0] 
 | |
| 	if (Input.is_action_pressed("move_right")):
 | |
| 		dir+=cam_xform.basis[0] 
 | |
| 		
 | |
| 	var jump_attempt = Input.is_action_pressed("jump")
 | |
| 	var shoot_attempt = Input.is_action_pressed("shoot")
 | |
| 		
 | |
| 	var target_dir = (dir - up*dir.dot(up)).normalized()
 | |
| 	
 | |
| 	if (onfloor):
 | |
| 
 | |
| 		var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold
 | |
| 
 | |
| 		if (dir.length()>0.1 and !sharp_turn) :
 | |
| 			if (hspeed > 0.001) :
 | |
| 
 | |
| 				#linear_dir = linear_h_velocity/linear_vel
 | |
| 				#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit)))
 | |
| 				#	brake=true
 | |
| 				#else
 | |
| 				hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up)
 | |
| 				facing_dir = hdir
 | |
| 			else:
 | |
| 
 | |
| 				hdir = target_dir
 | |
| 			
 | |
| 			if (hspeed<max_speed):
 | |
| 				hspeed+=accel*delta
 | |
| 
 | |
| 		else:
 | |
| 			hspeed-=deaccel*delta
 | |
| 			if (hspeed<0):
 | |
| 				hspeed=0
 | |
| 		
 | |
| 		hv = hdir*hspeed
 | |
| 		
 | |
| 		var mesh_xform = get_node("Armature").get_transform() 
 | |
| 		var facing_mesh=-mesh_xform.basis[0].normalized()
 | |
| 		facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
 | |
| 		facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up)
 | |
| 		var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(up).normalized()).scaled( CHAR_SCALE )
 | |
| 		
 | |
| 		get_node("Armature").set_transform(Transform(m3,mesh_xform.origin))
 | |
| 				
 | |
| 		if (not jumping and jump_attempt):
 | |
| 			vv = 7.0
 | |
| 			jumping = true		
 | |
| 			get_node("sfx").play("jump")
 | |
| 	else:
 | |
| 
 | |
| 		if (vv>0):
 | |
| 			anim=ANIM_AIR_UP
 | |
| 		else:
 | |
| 			anim=ANIM_AIR_DOWN
 | |
| 			
 | |
| 		var hs
 | |
| 		if (dir.length()>0.1):
 | |
| 
 | |
| 			hv += target_dir * (accel * 0.2) * delta
 | |
| 			if (hv.length() > max_speed):
 | |
| 				hv = hv.normalized() * max_speed
 | |
| 
 | |
| 		else:
 | |
| 
 | |
| 			if (air_idle_deaccel):
 | |
| 				hspeed = hspeed - (deaccel * 0.2) * delta
 | |
| 				if (hspeed<0):
 | |
| 					hspeed=0
 | |
| 
 | |
| 				hv = hdir*hspeed
 | |
| 			
 | |
| 		
 | |
| 	if (jumping and vv < 0):
 | |
| 		jumping=false
 | |
| 
 | |
| 	lv = hv+up*vv
 | |
| 	
 | |
| 	
 | |
| 
 | |
| 	if (onfloor):
 | |
| 
 | |
| 		movement_dir = lv
 | |
| 		#lv += floor_velocity
 | |
| 		last_floor_velocity = floor_velocity
 | |
| 	else:
 | |
| 
 | |
| 		if (on_floor) :
 | |
| 
 | |
| 			#if (keep_jump_inertia):
 | |
| 			#	lv += last_floor_velocity
 | |
| 			pass
 | |
| 		
 | |
| 		last_floor_velocity = Vector3()
 | |
| 		movement_dir = lv
 | |
| 	
 | |
| 	on_floor = onfloor
 | |
| 
 | |
| 	state.set_linear_velocity(lv)
 | |
| 	
 | |
| 	if (shoot_blend>0):
 | |
| 		shoot_blend -= delta * SHOOT_SCALE
 | |
| 		if (shoot_blend<0):
 | |
| 			shoot_blend=0
 | |
| 	
 | |
| 	if (shoot_attempt and not prev_shoot):
 | |
| 		shoot_blend = SHOOT_TIME		
 | |
| 		var bullet = preload("res://bullet.scn").instance()
 | |
| 		bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() )
 | |
| 		get_parent().add_child( bullet )
 | |
| 		bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 )
 | |
| 		PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet
 | |
| 		get_node("sfx").play("shoot")
 | |
| 		
 | |
| 	prev_shoot = shoot_attempt
 | |
| 	
 | |
| 	if (onfloor):
 | |
| 		get_node("AnimationTreePlayer").blend2_node_set_amount("walk",hspeed / max_speed)
 | |
| 		
 | |
| 	get_node("AnimationTreePlayer").transition_node_set_current("state",anim)
 | |
| 	get_node("AnimationTreePlayer").blend2_node_set_amount("gun",min(shoot_blend,1.0))
 | |
| #	state.set_angular_velocity(Vector3())	
 | |
| 	
 | |
| 	
 | |
| 
 | |
| 
 | |
| func _ready():
 | |
| 
 | |
| 
 | |
| 	# Initalization here
 | |
| 	get_node("AnimationTreePlayer").set_active(true)
 | |
| 	pass
 | |
| 
 | |
| 
 |