2023-08-18 20:59:38 -06:00
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extends CharacterBody3D
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2023-08-20 12:13:54 -06:00
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const SPEED = 0.4
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2023-08-18 20:59:38 -06:00
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const JUMP_VELOCITY = 4.5
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2023-08-18 23:15:14 -06:00
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@export var horiz_sens = 0.25
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@export var vert_sens = 0.25
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2023-08-18 20:59:38 -06:00
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2023-08-20 13:24:04 -06:00
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var LOWER_CAMERA_LIMIT = -60
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var UPPER_CAMERA_LIMIT = -11
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2023-08-19 15:42:56 -06:00
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2023-08-19 20:18:07 -06:00
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var target: WeakRef = weakref(null)
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2023-08-19 14:49:36 -06:00
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var holding: WeakRef = weakref(null)
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2023-08-18 20:59:38 -06:00
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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2023-08-20 14:59:32 -06:00
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@onready var pause_menu = $PauseMenu
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2023-08-18 21:27:39 -06:00
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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2023-08-20 13:24:04 -06:00
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(LOWER_CAMERA_LIMIT), deg_to_rad(UPPER_CAMERA_LIMIT))
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2023-08-18 23:15:14 -06:00
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2023-08-19 11:58:20 -06:00
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func _process(_delta):
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2023-08-18 23:15:14 -06:00
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# Brings your mouse out of the window if you press escape. Add pause screen function here?
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2023-08-20 14:59:32 -06:00
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if Input.is_action_just_pressed("Pause"):
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$PauseMenu.pause()
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2023-08-18 23:15:14 -06:00
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2023-08-19 20:18:07 -06:00
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var obj = holding.get_ref()
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if obj:
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obj.global_transform.origin = $grape_man.get_pickup_bone_location()
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2023-08-20 12:31:24 -06:00
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var event = Input.get_vector("camera_left", "camera_right", "camera_up", "camera_down") * 4
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rotate_y(deg_to_rad(-event.x * horiz_sens))
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$CameraMount.rotate_x(deg_to_rad(-event.y * vert_sens))
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var roty = deg_to_rad(event.x * horiz_sens)
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$grape_man.rotate_y(roty)
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2023-08-20 13:24:04 -06:00
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(LOWER_CAMERA_LIMIT), deg_to_rad(UPPER_CAMERA_LIMIT))
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2023-08-20 12:31:24 -06:00
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2023-08-18 21:27:39 -06:00
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func _input(event):
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2023-08-20 14:59:32 -06:00
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2023-08-18 21:27:39 -06:00
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# Handle the rotation of the camera using mouse movement.
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if event is InputEventMouseMotion:
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2023-08-18 23:15:14 -06:00
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rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
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2023-08-19 12:27:23 -06:00
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$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
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2023-08-19 20:42:02 -06:00
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var roty = deg_to_rad(event.relative.x * horiz_sens)
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$grape_man.rotate_y(roty)
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2023-08-20 13:24:04 -06:00
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(LOWER_CAMERA_LIMIT), deg_to_rad(UPPER_CAMERA_LIMIT))
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2023-08-20 12:31:24 -06:00
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2023-08-19 15:42:56 -06:00
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if Input.is_action_just_pressed("ui_accept"):
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var obj = holding.get_ref()
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if obj:
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2023-08-19 20:18:07 -06:00
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drop()
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2023-08-19 18:18:34 -06:00
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$grape_man/drop.play()
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2023-08-19 15:42:56 -06:00
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else:
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2023-08-19 18:58:08 -06:00
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$grape_man/pickup.play()
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2023-08-19 15:42:56 -06:00
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$grape_man.pickup()
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2023-08-20 11:48:25 -06:00
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if Input.is_action_just_pressed("Soundboard"):
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var sound_list = (["res://Sounds/jingle.ogg",
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"res://Sounds/yawn.ogg",
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"res://Sounds/woohoo.ogg",
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"res://Sounds/slimeu.ogg"])
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var sound = sound_list[randi() % sound_list.size()]
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$grape_man/soundboard.stream = load(sound)
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$grape_man/soundboard.play()
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2023-08-19 14:49:36 -06:00
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2023-08-18 20:59:38 -06:00
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func _physics_process(delta):
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2023-08-19 15:42:56 -06:00
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if $grape_man.pickup_animation_in_progress:
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return
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2023-08-18 20:59:38 -06:00
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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2023-08-19 15:42:56 -06:00
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2023-08-18 20:59:38 -06:00
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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2023-08-19 12:27:23 -06:00
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$grape_man.look_at(Vector3(
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$grape_man.global_position.x - velocity.x,
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$grape_man.global_position.y,
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$grape_man.global_position.z - velocity.z,
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))
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2023-08-19 15:42:56 -06:00
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if holding.get_ref():
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$grape_man.walk_hold()
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else:
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$grape_man.walk_empty()
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2023-08-18 20:59:38 -06:00
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else:
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2023-08-19 15:42:56 -06:00
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if holding.get_ref():
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$grape_man.idle_hold()
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else:
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$grape_man.idle_empty()
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2023-08-18 20:59:38 -06:00
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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2023-08-19 15:42:56 -06:00
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2023-08-19 20:18:07 -06:00
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func drop():
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2023-08-20 15:00:54 -06:00
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var obj: Node3D = holding.get_ref()
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2023-08-19 20:18:07 -06:00
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if not obj:
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print("dropped, but wasn't holding anything?")
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return
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remove_collision_exception_with(obj)
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2023-08-20 15:00:54 -06:00
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obj.look_at(Vector3(
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$grape_man.global_position.x,
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obj.global_position.y,
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$grape_man.global_position.z,
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))
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obj.rotate_y(deg_to_rad(-90))
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obj.translate_object_local(Vector3(0.125, 0.0, 0.0))
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2023-08-19 20:18:07 -06:00
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obj.set_process(true)
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holding = weakref(null)
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2023-08-19 15:42:56 -06:00
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func _on_grape_man_anim_check_grab(_position):
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var obj = target.get_ref()
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if not obj:
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2023-08-20 00:08:31 -06:00
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$grape_man/sad.play()
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2023-08-19 20:18:07 -06:00
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return
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2023-08-20 00:08:31 -06:00
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$grape_man/chuckle.play()
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2023-08-19 20:18:07 -06:00
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holding = target
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target = weakref(null)
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add_collision_exception_with(obj)
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obj.set_process(false)
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func _on_holster_enter(body):
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if target.get_ref() or holding.get_ref() or "is_holdable" not in body:
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return
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target = weakref(body)
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func _on_holster_exit(body):
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2023-08-19 20:56:23 -06:00
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if not target.get_ref() or holding.get_ref() or "is_holdable" not in body:
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2023-08-19 20:18:07 -06:00
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return
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target = weakref(null)
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