From 0abec8156bd944aa883d544850ee1187219ba943 Mon Sep 17 00:00:00 2001 From: Lucas Fryzek Date: Tue, 17 Sep 2024 22:02:33 +0100 Subject: Initial commit --- addons/fpc/character.gd | 407 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 407 insertions(+) create mode 100644 addons/fpc/character.gd (limited to 'addons/fpc/character.gd') 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 -- cgit