SlimeoosOdyssey/godot/Player.gd

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GDScript3
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extends CharacterBody3D
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const SPEED = 0.4
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const JUMP_VELOCITY = 4.5
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@export var horiz_sens = 0.25
@export var vert_sens = 0.25
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var target: WeakRef = weakref(null)
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var holding: WeakRef = weakref(null)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11))
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func _process(_delta):
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# Brings your mouse out of the window if you press escape. Add pause screen function here?
if Input.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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var obj = holding.get_ref()
if obj:
obj.global_transform.origin = $grape_man.get_pickup_bone_location()
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func _input(event):
# Handle the rotation of the camera using mouse movement.
if event is InputEventMouseMotion:
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rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
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$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
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var roty = deg_to_rad(event.relative.x * horiz_sens)
$grape_man.rotate_y(roty)
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11))
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if Input.is_action_just_pressed("ui_accept"):
var obj = holding.get_ref()
if obj:
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drop()
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$grape_man/drop.play()
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else:
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$grape_man/pickup.play()
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$grape_man.pickup()
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if Input.is_action_just_pressed("Pause"):
pass
if Input.is_action_just_pressed("Woohoo"):
pass
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func _physics_process(delta):
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if $grape_man.pickup_animation_in_progress:
return
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# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
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$grape_man.look_at(Vector3(
$grape_man.global_position.x - velocity.x,
$grape_man.global_position.y,
$grape_man.global_position.z - velocity.z,
))
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if holding.get_ref():
$grape_man.walk_hold()
else:
$grape_man.walk_empty()
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else:
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if holding.get_ref():
$grape_man.idle_hold()
else:
$grape_man.idle_empty()
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velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
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func drop():
var obj = holding.get_ref()
if not obj:
print("dropped, but wasn't holding anything?")
return
remove_collision_exception_with(obj)
obj.set_process(true)
holding = weakref(null)
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func _on_grape_man_anim_check_grab(_position):
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var obj = target.get_ref()
if not obj:
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$grape_man/sad.play()
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return
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$grape_man/chuckle.play()
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holding = target
target = weakref(null)
add_collision_exception_with(obj)
obj.set_process(false)
func _on_holster_enter(body):
if target.get_ref() or holding.get_ref() or "is_holdable" not in body:
return
target = weakref(body)
func _on_holster_exit(body):
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if not target.get_ref() or holding.get_ref() or "is_holdable" not in body:
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return
target = weakref(null)