Now About Social Code
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authorLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-17 22:02:33 +0100
committerLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-17 22:02:33 +0100
commit0abec8156bd944aa883d544850ee1187219ba943 (patch)
tree55e222da361d176b0ba79611704b56e2d942a831 /addons
Initial commit
Diffstat (limited to 'addons')
-rw-r--r--addons/fpc/EditorModule.gd49
-rw-r--r--addons/fpc/character.gd407
-rw-r--r--addons/fpc/character.tscn425
-rw-r--r--addons/fpc/debug.gd18
-rw-r--r--addons/fpc/reticles/reticle_0.tscn37
-rw-r--r--addons/fpc/reticles/reticle_1.tscn104
6 files changed, 1040 insertions, 0 deletions
diff --git a/addons/fpc/EditorModule.gd b/addons/fpc/EditorModule.gd
new file mode 100644
index 0000000..fa1320b
--- /dev/null
+++ b/addons/fpc/EditorModule.gd
@@ -0,0 +1,49 @@
+@tool
+extends Node
+
+# This does not effect runtime yet but will in the future.
+
+@export_category("Controller Editor Module")
+@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
+ set(new_rotation):
+ if HEAD:
+ head_y_rotation = new_rotation
+ HEAD.rotation.y = deg_to_rad(head_y_rotation)
+ update_configuration_warnings()
+@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
+ set(new_rotation):
+ if HEAD:
+ head_x_rotation = new_rotation
+ HEAD.rotation.x = deg_to_rad(head_x_rotation)
+ update_configuration_warnings()
+
+@export_group("Nodes")
+@export var CHARACTER : CharacterBody3D
+@export var head_path : String = "Head" # Relative to the parent node
+#@export var CAMERA : Camera3D
+#@export var HEADBOB_ANIMATION : AnimationPlayer
+#@export var JUMP_ANIMATION : AnimationPlayer
+#@export var CROUCH_ANIMATION : AnimationPlayer
+#@export var COLLISION_MESH : CollisionShape3D
+
+@onready var HEAD = get_node("../" + head_path)
+
+
+func _ready():
+ if !Engine.is_editor_hint():
+ print("not editor")
+ HEAD.rotation.y = deg_to_rad(head_y_rotation)
+ HEAD.rotation.x = deg_to_rad(head_x_rotation)
+
+
+func _get_configuration_warnings():
+ var warnings = []
+
+ if head_y_rotation > 360:
+ warnings.append("The head rotation is greater than 360")
+
+ if head_y_rotation < -360:
+ warnings.append("The head rotation is less than -360")
+
+ # Returning an empty array gives no warnings
+ return warnings
diff --git a/addons/fpc/character.gd b/addons/fpc/character.gd
new file mode 100644
index 0000000..a09c999
--- /dev/null
+++ b/addons/fpc/character.gd
@@ -0,0 +1,407 @@
+
+# COPYRIGHT Colormatic Studios
+# MIT licence
+# Quality Godot First Person Controller v2
+
+
+extends CharacterBody3D
+
+
+## The settings for the character's movement and feel.
+@export_category("Character")
+## The speed that the character moves at without crouching or sprinting.
+@export var base_speed : float = 3.0
+## The speed that the character moves at when sprinting.
+@export var sprint_speed : float = 6.0
+## The speed that the character moves at when crouching.
+@export var crouch_speed : float = 1.0
+## The speed that dapens current velocity
+@export var dapen_speed : float = 3.0
+
+## How fast the character speeds up and slows down when Motion Smoothing is on.
+@export var acceleration : float = 10.0
+## How high the player jumps.
+@export var jump_velocity : float = 4.5
+## How far the player turns when the mouse is moved.
+@export var mouse_sensitivity : float = 0.1
+## Invert the Y input for mouse and joystick
+@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future
+## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
+@export var immobile : bool = false
+## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
+@export_file var default_reticle
+
+@export_group("Nodes")
+## The node that holds the camera. This is rotated instead of the camera for mouse input.
+@export var HEAD : Node3D
+@export var CAMERA : Camera3D
+@export var HEADBOB_ANIMATION : AnimationPlayer
+@export var JUMP_ANIMATION : AnimationPlayer
+@export var CROUCH_ANIMATION : AnimationPlayer
+@export var COLLISION_MESH : CollisionShape3D
+
+@export_group("Controls")
+# We are using UI controls because they are built into Godot Engine so they can be used right away
+@export var JUMP : String = "ui_accept"
+@export var LEFT : String = "ui_left"
+@export var RIGHT : String = "ui_right"
+@export var FORWARD : String = "ui_up"
+@export var BACKWARD : String = "ui_down"
+## By default this does not pause the game, but that can be changed in _process.
+@export var PAUSE : String = "ui_cancel"
+@export var CROUCH : String = "crouch"
+@export var SPRINT : String = "sprint"
+
+# Uncomment if you want controller support
+#@export var controller_sensitivity : float = 0.035
+#@export var LOOK_LEFT : String = "look_left"
+#@export var LOOK_RIGHT : String = "look_right"
+#@export var LOOK_UP : String = "look_up"
+#@export var LOOK_DOWN : String = "look_down"
+
+@export_group("Feature Settings")
+## Enable or disable jumping. Useful for restrictive storytelling environments.
+@export var jumping_enabled : bool = true
+## Wether the player can move in the air or not.
+@export var in_air_momentum : bool = true
+## Smooths the feel of walking.
+@export var motion_smoothing : bool = true
+@export var sprint_enabled : bool = true
+@export var crouch_enabled : bool = true
+@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
+@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
+## Wether sprinting should effect FOV.
+@export var dynamic_fov : bool = true
+## If the player holds down the jump button, should the player keep hopping.
+@export var continuous_jumping : bool = true
+## Enables the view bobbing animation.
+@export var view_bobbing : bool = true
+## Enables an immersive animation when the player jumps and hits the ground.
+@export var jump_animation : bool = true
+## This determines wether the player can use the pause button, not wether the game will actually pause.
+@export var pausing_enabled : bool = true
+## Use with caution.
+@export var gravity_enabled : bool = true
+
+
+# Member variables
+var speed : float = base_speed
+var current_speed : float = 0.0
+# States: normal, crouching, sprinting
+var state : String = "normal"
+var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
+var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
+
+# The reticle should always have a Control node as the root
+var RETICLE : Control
+
+# Get the gravity from the project settings to be synced with RigidBody nodes
+var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
+
+# Stores mouse input for rotating the camera in the phyhsics process
+var mouseInput : Vector2 = Vector2(0,0)
+
+var local_velocity: Vector3 = Vector3(0,0,0)
+
+func _ready():
+ #It is safe to comment this line if your game doesn't start with the mouse captured
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+
+ # If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
+ HEAD.rotation.y = rotation.y
+ rotation.y = 0
+
+ if default_reticle:
+ change_reticle(default_reticle)
+
+ # Reset the camera position
+ # If you want to change the default head height, change these animations.
+ HEADBOB_ANIMATION.play("RESET")
+ JUMP_ANIMATION.play("RESET")
+ CROUCH_ANIMATION.play("RESET")
+
+ check_controls()
+
+func check_controls(): # If you add a control, you might want to add a check for it here.
+ # The actions are being disabled so the engine doesn't halt the entire project in debug mode
+ if !InputMap.has_action(JUMP):
+ push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
+ jumping_enabled = false
+ if !InputMap.has_action(LEFT):
+ push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(RIGHT):
+ push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(FORWARD):
+ push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(BACKWARD):
+ push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(PAUSE):
+ push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
+ pausing_enabled = false
+ if !InputMap.has_action(CROUCH):
+ push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
+ crouch_enabled = false
+ if !InputMap.has_action(SPRINT):
+ push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
+ sprint_enabled = false
+
+
+func change_reticle(reticle): # Yup, this function is kinda strange
+ if RETICLE:
+ RETICLE.queue_free()
+
+ RETICLE = load(reticle).instantiate()
+ RETICLE.character = self
+ $UserInterface.add_child(RETICLE)
+
+
+func _physics_process(delta):
+ up_direction = Vector3.UP.rotated(Vector3(0, 0, 1), global_rotation.z)
+ # Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
+ current_speed = Vector3.ZERO.distance_to(get_real_velocity())
+ $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
+ $UserInterface/DebugPanel.add_property("Target speed", speed, 2)
+ var cv : Vector3 = get_real_velocity()
+ var vd : Array[float] = [
+ snappedf(cv.x, 0.001),
+ snappedf(cv.y, 0.001),
+ snappedf(cv.z, 0.001)
+ ]
+ var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2])
+ $UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3)
+
+ # Gravity
+ #gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
+ if not is_on_floor() and gravity and gravity_enabled:
+ #var gravity_vector = Vector3(0, -gravity * delta, 0).rotated(Vector3(0, 0, 1), global_rotation.z)
+ #velocity += gravity_vector
+ local_velocity.y -= gravity * delta
+
+ handle_jumping()
+
+ var input_dir = Vector2.ZERO
+ if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
+ input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
+ handle_movement(delta, input_dir)
+
+ handle_head_rotation()
+
+ # The player is not able to stand up if the ceiling is too low
+ low_ceiling = $CrouchCeilingDetection.is_colliding()
+
+ handle_state(input_dir)
+ if dynamic_fov: # This may be changed to an AnimationPlayer
+ update_camera_fov()
+
+ if view_bobbing:
+ headbob_animation(input_dir)
+
+ if jump_animation:
+ if !was_on_floor and is_on_floor(): # The player just landed
+ match randi() % 2: #TODO: Change this to detecting velocity direction
+ 0:
+ JUMP_ANIMATION.play("land_left", 0.25)
+ 1:
+ JUMP_ANIMATION.play("land_right", 0.25)
+
+ was_on_floor = is_on_floor() # This must always be at the end of physics_process
+
+
+func handle_jumping():
+ if jumping_enabled:
+ if continuous_jumping: # Hold down the jump button
+ if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
+ if jump_animation:
+ JUMP_ANIMATION.play("jump", 0.25)
+ local_velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
+ else:
+ if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
+ if jump_animation:
+ JUMP_ANIMATION.play("jump", 0.25)
+ local_velocity.y += jump_velocity
+
+func handle_movement(delta, input_dir):
+ var direction = input_dir.rotated(-HEAD.rotation.y)
+ direction = Vector3(direction.x, 0, direction.y)
+ var glob_rot = global_transform.basis.get_rotation_quaternion()
+ velocity = glob_rot * local_velocity
+ var collided = move_and_slide()
+ local_velocity = glob_rot.inverse() * velocity
+
+ #print(local_velocity)
+ if in_air_momentum:
+ if direction.length_squared() > 0.001:
+ if motion_smoothing:
+ local_velocity.x = lerp(local_velocity.x, direction.x * speed, acceleration * delta)
+ local_velocity.z = lerp(local_velocity.z, direction.z * speed, acceleration * delta)
+ local_velocity.y = lerp(local_velocity.y, 0.0, dapen_speed * delta)
+ else:
+ local_velocity.x = direction.x * speed
+ local_velocity.z = direction.z * speed
+ else:
+ local_velocity += -dapen_speed * delta * local_velocity.normalized();
+ else:
+ if motion_smoothing:
+ local_velocity.x = lerp(local_velocity.x, direction.x * speed, acceleration * delta)
+ local_velocity.z = lerp(local_velocity.z, direction.z * speed, acceleration * delta)
+ else:
+ local_velocity.x = direction.x * speed
+ local_velocity.z = direction.z * speed
+
+func handle_head_rotation():
+ HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
+ if invert_mouse_y:
+ HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
+ else:
+ HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
+
+ # Uncomment for controller support
+ #var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
+ #HEAD.rotation.x += controller_view_rotation.x
+ #if invert_mouse_y:
+ #HEAD.rotation.y += controller_view_rotation.y * -1.0
+ #else:
+ #HEAD.rotation.y += controller_view_rotation.y
+
+
+ mouseInput = Vector2(0,0)
+ HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
+
+
+func handle_state(moving):
+ if sprint_enabled:
+ if sprint_mode == 0:
+ if Input.is_action_pressed(SPRINT) and state != "crouching":
+ if moving:
+ if state != "sprinting":
+ enter_sprint_state()
+ else:
+ if state == "sprinting":
+ enter_normal_state()
+ elif state == "sprinting":
+ enter_normal_state()
+ elif sprint_mode == 1:
+ if moving:
+ # If the player is holding sprint before moving, handle that cenerio
+ if Input.is_action_pressed(SPRINT) and state == "normal":
+ enter_sprint_state()
+ if Input.is_action_just_pressed(SPRINT):
+ match state:
+ "normal":
+ enter_sprint_state()
+ "sprinting":
+ enter_normal_state()
+ elif state == "sprinting":
+ enter_normal_state()
+
+ if crouch_enabled:
+ if crouch_mode == 0:
+ if Input.is_action_pressed(CROUCH) and state != "sprinting":
+ if state != "crouching":
+ enter_crouch_state()
+ elif state == "crouching" and !$CrouchCeilingDetection.is_colliding():
+ enter_normal_state()
+ elif crouch_mode == 1:
+ if Input.is_action_just_pressed(CROUCH):
+ match state:
+ "normal":
+ enter_crouch_state()
+ "crouching":
+ if !$CrouchCeilingDetection.is_colliding():
+ enter_normal_state()
+
+
+# Any enter state function should only be called once when you want to enter that state, not every frame.
+
+func enter_normal_state():
+ #print("entering normal state")
+ var prev_state = state
+ if prev_state == "crouching":
+ CROUCH_ANIMATION.play_backwards("crouch")
+ state = "normal"
+ speed = base_speed
+
+func enter_crouch_state():
+ #print("entering crouch state")
+ var prev_state = state
+ state = "crouching"
+ speed = crouch_speed
+ CROUCH_ANIMATION.play("crouch")
+
+func enter_sprint_state():
+ #print("entering sprint state")
+ var prev_state = state
+ if prev_state == "crouching":
+ CROUCH_ANIMATION.play_backwards("crouch")
+ state = "sprinting"
+ speed = sprint_speed
+
+
+func update_camera_fov():
+ if state == "sprinting":
+ CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
+ else:
+ CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
+
+
+func headbob_animation(moving):
+ if moving and is_on_floor():
+ var use_headbob_animation : String
+ match state:
+ "normal","crouching":
+ use_headbob_animation = "walk"
+ "sprinting":
+ use_headbob_animation = "sprint"
+
+ var was_playing : bool = false
+ if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
+ was_playing = true
+
+ HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
+ HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
+ if !was_playing:
+ HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
+ # Let me explain that piece of code because it looks like it does the opposite of what it actually does.
+ # The headbob animation has two starting positions. One is at 0 and the other is at 1.
+ # randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
+ # This code is extremely performant but it makes no sense.
+
+ else:
+ if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
+ HEADBOB_ANIMATION.speed_scale = 1
+ HEADBOB_ANIMATION.play("RESET", 1)
+
+
+func _process(delta):
+ $UserInterface/DebugPanel.add_property("FPS", Performance.get_monitor(Performance.TIME_FPS), 0)
+ var status : String = state
+ if !is_on_floor():
+ status += " in the air"
+ $UserInterface/DebugPanel.add_property("State", status, 4)
+
+ if pausing_enabled:
+ if Input.is_action_just_pressed(PAUSE):
+ # You may want another node to handle pausing, because this player may get paused too.
+ match Input.mouse_mode:
+ Input.MOUSE_MODE_CAPTURED:
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
+ #get_tree().paused = false
+ Input.MOUSE_MODE_VISIBLE:
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+ #get_tree().paused = false
+
+
+func _unhandled_input(event : InputEvent):
+ if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
+ mouseInput.x += event.relative.x
+ mouseInput.y += event.relative.y
+ # Toggle debug menu
+ elif event is InputEventKey:
+ if event.is_released():
+ # Where we're going, we don't need InputMap
+ if event.keycode == 4194338: # F7
+ $UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
diff --git a/addons/fpc/character.tscn b/addons/fpc/character.tscn
new file mode 100644
index 0000000..a43e940
--- /dev/null
+++ b/addons/fpc/character.tscn
@@ -0,0 +1,425 @@
+[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
+
+[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
+[ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
+[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
+albedo_color = Color(0.909804, 0.596078, 0, 1)
+clearcoat_enabled = true
+clearcoat_roughness = 0.2
+
+[sub_resource type="CapsuleMesh" id="CapsuleMesh_jw1de"]
+material = SubResource("StandardMaterial3D_kp17n")
+
+[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
+
+[sub_resource type="Animation" id="Animation_j8cx7"]
+resource_name = "RESET"
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(1, 1, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Collision:scale")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(1, 1, 1)]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("Mesh:position")
+tracks/2/interp = 2
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1, 0)]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("Collision:position")
+tracks/3/interp = 2
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1, 0)]
+}
+tracks/4/type = "value"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath("Head:position")
+tracks/4/interp = 2
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1.5, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_5ec5e"]
+resource_name = "crouch"
+length = 0.2
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Collision:scale")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("Mesh:position")
+tracks/2/interp = 2
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("Collision:position")
+tracks/3/interp = 2
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
+}
+tracks/4/type = "value"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath("Head:position")
+tracks/4/interp = 2
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
+_data = {
+"RESET": SubResource("Animation_j8cx7"),
+"crouch": SubResource("Animation_5ec5e")
+}
+
+[sub_resource type="Animation" id="Animation_gh776"]
+resource_name = "RESET"
+length = 0.001
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+
+[sub_resource type="Animation" id="Animation_8ku67"]
+resource_name = "sprint"
+length = 2.0
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
+"points": PackedFloat32Array(0.06, -0.25, 0, 0.25, -0.01, 0, 0, 0, 0, 0, -0.06, -0.25, 0.01, 0.25, 0.01, 0, 0, 0, 0, 0, 0.06, -0.25, -0.01, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+
+[sub_resource type="Animation" id="Animation_lrqmv"]
+resource_name = "walk"
+length = 2.0
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
+"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
+_data = {
+"RESET": SubResource("Animation_gh776"),
+"sprint": SubResource("Animation_8ku67"),
+"walk": SubResource("Animation_lrqmv")
+}
+
+[sub_resource type="Animation" id="Animation_fvvjq"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_s07ye"]
+resource_name = "jump"
+length = 3.0
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.6, 3),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_l1rph"]
+resource_name = "land_left"
+length = 1.5
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_vsknp"]
+resource_name = "land_right"
+length = 1.5
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
+_data = {
+"RESET": SubResource("Animation_fvvjq"),
+"jump": SubResource("Animation_s07ye"),
+"land_left": SubResource("Animation_l1rph"),
+"land_right": SubResource("Animation_vsknp")
+}
+
+[sub_resource type="Theme" id="Theme_wdf0f"]
+MarginContainer/constants/margin_bottom = 10
+MarginContainer/constants/margin_left = 10
+MarginContainer/constants/margin_right = 10
+MarginContainer/constants/margin_top = 10
+
+[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
+
+[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
+script = ExtResource("1_0t4e8")
+default_reticle = "res://addons/fpc/reticles/reticle_1.tscn"
+HEAD = NodePath("Head")
+CAMERA = NodePath("Head/Camera")
+HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
+JUMP_ANIMATION = NodePath("Head/JumpAnimation")
+CROUCH_ANIMATION = NodePath("CrouchAnimation")
+COLLISION_MESH = NodePath("Collision")
+
+[node name="Mesh" type="MeshInstance3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+mesh = SubResource("CapsuleMesh_jw1de")
+
+[node name="Collision" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("CapsuleShape3D_uy03j")
+
+[node name="CrouchAnimation" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_5e5t5")
+}
+
+[node name="Head" type="Node3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
+
+[node name="Camera" type="Camera3D" parent="Head"]
+
+[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
+libraries = {
+"": SubResource("AnimationLibrary_o0unb")
+}
+blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
+
+[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
+libraries = {
+"": SubResource("AnimationLibrary_qeg5r")
+}
+speed_scale = 4.0
+
+[node name="UserInterface" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+mouse_filter = 1
+
+[node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
+visible = false
+layout_mode = 0
+offset_left = 10.0
+offset_top = 10.0
+offset_right = 453.0
+offset_bottom = 50.0
+theme = SubResource("Theme_wdf0f")
+script = ExtResource("3_x1wcc")
+
+[node name="MarginContainer" type="MarginContainer" parent="UserInterface/DebugPanel"]
+layout_mode = 2
+
+[node name="VBoxContainer" type="VBoxContainer" parent="UserInterface/DebugPanel/MarginContainer"]
+layout_mode = 2
+
+[node name="CrouchCeilingDetection" type="ShapeCast3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("SphereShape3D_k4wwl")
+target_position = Vector3(0, 0.5, 0)
+
+[node name="EditorModule" type="Node" parent="."]
+script = ExtResource("3_v3ckk")
diff --git a/addons/fpc/debug.gd b/addons/fpc/debug.gd
new file mode 100644
index 0000000..efdb7a4
--- /dev/null
+++ b/addons/fpc/debug.gd
@@ -0,0 +1,18 @@
+extends PanelContainer
+
+
+func _process(delta):
+ if visible:
+ pass
+
+func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
+ var target
+ target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
+ if !target:
+ target = Label.new() # Debug lines are of type Label
+ $MarginContainer/VBoxContainer.add_child(target)
+ target.name = title
+ target.text = title + ": " + str(value)
+ elif visible:
+ target.text = title + ": " + str(value)
+ $MarginContainer/VBoxContainer.move_child(target, order)
diff --git a/addons/fpc/reticles/reticle_0.tscn b/addons/fpc/reticles/reticle_0.tscn
new file mode 100644
index 0000000..2828124
--- /dev/null
+++ b/addons/fpc/reticles/reticle_0.tscn
@@ -0,0 +1,37 @@
+[gd_scene load_steps=2 format=3 uid="uid://coqpusufa8a6k"]
+
+[sub_resource type="GDScript" id="GDScript_10f85"]
+script/source = "extends CenterContainer
+
+
+@export_category(\"Reticle\")
+@export_group(\"Nodes\")
+@export var character : CharacterBody3D
+
+@export_group(\"Settings\")
+@export var dot_size : int = 1
+@export var dot_color : Color = Color.WHITE
+
+
+func _process(_delta):
+ if visible: # If the reticle is disabled (not visible), don't bother updating it
+ update_reticle_settings()
+
+func update_reticle_settings():
+ $dot.scale.x = dot_size
+ $dot.scale.y = dot_size
+ $dot.color = dot_color
+"
+
+[node name="Reticle" type="CenterContainer"]
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+grow_horizontal = 2
+grow_vertical = 2
+script = SubResource("GDScript_10f85")
+
+[node name="dot" type="Polygon2D" parent="."]
+polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)
diff --git a/addons/fpc/reticles/reticle_1.tscn b/addons/fpc/reticles/reticle_1.tscn
new file mode 100644
index 0000000..bb83b83
--- /dev/null
+++ b/addons/fpc/reticles/reticle_1.tscn
@@ -0,0 +1,104 @@
+[gd_scene load_steps=2 format=3 uid="uid://3mij3cjhkwsm"]
+
+[sub_resource type="GDScript" id="GDScript_a8kpl"]
+script/source = "extends CenterContainer
+
+
+@export_category(\"Reticle\")
+@export_group(\"Nodes\")
+@export var reticle_lines : Array[Line2D]
+@export var character : CharacterBody3D
+
+@export_group(\"Animate\")
+@export var animated_reticle : bool = true
+@export var reticle_speed : float = 0.5
+@export var reticle_spread : float = 4.0
+
+@export_group(\"Dot Settings\")
+@export var dot_size : int = 1
+@export var dot_color : Color = Color.WHITE
+
+@export_group(\"Line Settings\")
+@export var line_color : Color = Color.WHITE
+@export var line_width : int = 2
+@export var line_length : int = 10
+@export var line_distance : int = 5
+@export_enum(\"None\", \"Round\") var cap_mode : int = 0
+
+
+func _process(_delta):
+ if visible: # If the reticle is disabled (not visible), don't bother updating it
+ update_reticle_settings()
+ if animated_reticle:
+ animate_reticle_lines()
+
+
+func animate_reticle_lines():
+ var vel = character.get_real_velocity()
+ var origin = Vector3(0,0,0)
+ var pos = Vector2(0,0)
+ var speed = origin.distance_to(vel)
+
+ reticle_lines[0].position = lerp(reticle_lines[0].position, pos + Vector2(0, -speed * reticle_spread), reticle_speed)
+ reticle_lines[1].position = lerp(reticle_lines[1].position, pos + Vector2(-speed * reticle_spread, 0), reticle_speed)
+ reticle_lines[2].position = lerp(reticle_lines[2].position, pos + Vector2(speed * reticle_spread, 0), reticle_speed)
+ reticle_lines[3].position = lerp(reticle_lines[3].position, pos + Vector2(0, speed * reticle_spread), reticle_speed)
+
+
+func update_reticle_settings():
+ # Dot
+ $dot.scale.x = dot_size
+ $dot.scale.y = dot_size
+ $dot.color = dot_color
+
+ # Lines
+ for line in reticle_lines:
+ line.default_color = line_color
+ line.width = line_width
+ if cap_mode == 0:
+ line.begin_cap_mode = Line2D.LINE_CAP_NONE
+ line.end_cap_mode = Line2D.LINE_CAP_NONE
+ elif cap_mode == 1:
+ line.begin_cap_mode = Line2D.LINE_CAP_ROUND
+ line.end_cap_mode = Line2D.LINE_CAP_ROUND
+
+ # Please someone find a better way to do this
+ reticle_lines[0].points[0].y = -line_distance
+ reticle_lines[0].points[1].y = -line_length - line_distance
+ reticle_lines[1].points[0].x = -line_distance
+ reticle_lines[1].points[1].x = -line_length - line_distance
+ reticle_lines[2].points[0].x = line_distance
+ reticle_lines[2].points[1].x = line_length + line_distance
+ reticle_lines[3].points[0].y = line_distance
+ reticle_lines[3].points[1].y = line_length + line_distance
+"
+
+[node name="Reticle" type="CenterContainer" node_paths=PackedStringArray("reticle_lines")]
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+grow_horizontal = 2
+grow_vertical = 2
+script = SubResource("GDScript_a8kpl")
+reticle_lines = [NodePath("top"), NodePath("left"), NodePath("right"), NodePath("bottom")]
+
+[node name="dot" type="Polygon2D" parent="."]
+polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)
+
+[node name="top" type="Line2D" parent="."]
+points = PackedVector2Array(0, -5, 0, -15)
+width = 2.0
+
+[node name="left" type="Line2D" parent="."]
+points = PackedVector2Array(-5, 0, -15, 0)
+width = 2.0
+
+[node name="right" type="Line2D" parent="."]
+points = PackedVector2Array(5, 0, 15, 0)
+width = 2.0
+
+[node name="bottom" type="Line2D" parent="."]
+points = PackedVector2Array(0, 5, 0, 15)
+width = 2.0