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+
+# 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