161 lines
6.3 KiB
GDScript
161 lines
6.3 KiB
GDScript
extends CharacterBody3D
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## First-person player controller.
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##
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## Move (WASD), look (mouse), jump (space), sprint (shift). Gravity + ground
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## collision via CharacterBody3D. In deep water the player floats with their
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## head above the surface and moves at swimming speed. Deliberately minimal: no
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## stamina/health yet (M1), no network ownership yet (M2). Press ESC to free the
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## mouse, click to recapture.
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@export var speed: float = 5.0
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@export var sprint_speed: float = 8.0
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@export var swim_speed: float = 2.6
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@export var jump_velocity: float = 5.5
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@export var mouse_sensitivity: float = 0.0025
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## Set by world.gd from the terrain. Feet this far below the surface = swimming.
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@export var water_level: float = -INF
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const FLOAT_DEPTH := 1.3
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@onready var camera: Camera3D = $Camera3D
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signal selected_changed
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signal inventory_requested(container: Node) ## the HUD opens the inventory screen
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const HOTBAR := 8
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var inventory := Inventory.new(40) ## slots 0-7 are the hotbar
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var selected := 0
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var ui_open := false ## set by the inventory screen; freezes look/move
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var hands: Node3D
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var survival: Node ## health / stamina / hunger / warmth (survival.gd)
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var worn := "" ## item id of the cloak you're wearing ("" = none)
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signal worn_changed
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var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
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func _ready() -> void:
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if not get_parent().get("menu_mode"): # title-screen backdrop: leave the cursor alone
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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hands = preload("res://scripts/player/hands.gd").new()
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hands.name = "Hands"
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hands.player = self
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camera.add_child(hands)
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survival = preload("res://scripts/player/survival.gd").new()
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survival.name = "Survival"
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survival.player = self
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survival.world = get_parent()
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add_child(survival)
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func held_item_id() -> String:
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var s = inventory.get_slot(selected)
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return s.id if s != null else ""
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## Holds the item in bag slot `i` (any slot: 1-8 pick from the current row,
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## K and M move between rows of 8).
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func select(i: int) -> void:
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selected = wrapi(i, 0, inventory.size())
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selected_changed.emit()
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## The bag row (0 = the top) the 1-8 keys and the hotbar show.
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func row() -> int:
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return selected / HOTBAR
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func rows() -> int:
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return inventory.size() / HOTBAR
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## Column `col` of the current row; and the same column a row up or down.
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func select_in_row(col: int) -> void:
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select(row() * HOTBAR + wrapi(col, 0, HOTBAR))
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func change_row(by: int) -> void:
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select(wrapi(row() + by, 0, rows()) * HOTBAR + selected % HOTBAR)
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## Called by workbenches and chests (container = null for plain crafting).
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func open_inventory(container: Node) -> void:
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inventory_requested.emit(container)
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func _unhandled_input(event: InputEvent) -> void:
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if ui_open:
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return
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clamp(camera.rotation.x, -1.4, 1.4)
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elif event is InputEventMouseButton and event.pressed:
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# Recapture after the window lost focus (ESC now opens the pause menu).
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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var float_y := water_level - FLOAT_DEPTH
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var swimming := global_position.y < float_y + 0.05 and not is_on_floor()
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if global_position.y < float_y:
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# Buoyancy: ease back up to floating height.
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velocity.y = move_toward(velocity.y, clampf((float_y - global_position.y) * 4.0, -3.0, 3.0), 20.0 * delta)
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elif not is_on_floor():
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velocity.y -= _gravity * delta
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if global_position.y < water_level - 0.6:
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survival.soak() # waist-deep or more: you're wet
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var jump := Input.is_action_just_pressed("jump") and not ui_open
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var can_swim_jump := global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3
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if jump and (is_on_floor() or can_swim_jump) and survival.use_stamina(8.0):
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# (A swim-jump kicks you up out of the water onto a bank.)
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velocity.y = jump_velocity
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var input_dir := Vector2.ZERO if ui_open else Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var sprinting: bool = Input.is_key_pressed(KEY_SHIFT) and direction.length() > 0.1 and not ui_open \
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and survival.use_stamina(14.0 * delta, true)
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var current_speed := sprint_speed if sprinting else speed
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if swimming:
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current_speed = swim_speed
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if direction:
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velocity.x = direction.x * current_speed
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velocity.z = direction.z * current_speed
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else:
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velocity.x = move_toward(velocity.x, 0, current_speed)
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velocity.z = move_toward(velocity.z, 0, current_speed)
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move_and_slide()
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_footsteps(delta, swimming)
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# --- footsteps (sfx.gd) ------------------------------------------------------------
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const STRIDE := 1.9 ## metres between footsteps (walking; a little longer sprinting)
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var _stride := 0.0
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## A footstep every stride on the ground, by what's underfoot (a floor
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## piece's wood or stone, snow up high or while it's snowing, else grass);
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## a stroke now and then while swimming. Only you hear your own.
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func _footsteps(dt: float, swimming: bool) -> void:
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var v := Vector2(velocity.x, velocity.z).length()
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if v < 1.0 or not (is_on_floor() or swimming):
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_stride = minf(_stride, STRIDE * 0.6) # (the first step after stopping comes soon)
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return
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_stride += v * dt
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var gap := STRIDE * (1.2 if v > speed + 0.5 else 1.0) * (1.6 if swimming else 1.0)
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if _stride < gap:
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return
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_stride = 0.0
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Sfx.me("swim" if swimming else step_sound())
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func step_sound() -> String:
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var q := PhysicsRayQueryParameters3D.create(global_position + Vector3(0, 0.3, 0), global_position - Vector3(0, 0.5, 0))
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q.exclude = [get_rid()]
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var hit := get_world_3d().direct_space_state.intersect_ray(q)
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var c: Object = hit.get("collider")
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# (a piece's collider is its body or one of its children)
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for _i in range(3):
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if not (c is Node):
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break
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if (c as Node).is_in_group("piece"):
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return "step_stone" if String((c as Node).get("item_id")).contains("stone") else "step_wood"
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c = (c as Node).get_parent()
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var w: Node = get_parent()
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var wx: Node = w.get("weather") if w != null else null
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if wx != null and (String(wx.get("state")) in ["snow", "blizzard"] or global_position.y > float(wx.get("snowline")) - 1.0):
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return "step_snow"
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return "step_grass"
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