gamejam-march-28/player.gd
2025-03-30 18:43:56 -06:00

75 lines
1.7 KiB
GDScript

extends CharacterBody3D
class_name Player
var _input: PlayerInputData = null
var input: PlayerInputData:
set(v):
if _input != null:
_input.drop.disconnect(drop)
_input.claimed = false
_input = v
if _input != null:
_input.drop.connect(drop)
_input.claimed = true
get:
return _input
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
enum initial {
fox,
vole,
}
@export var initial_model: initial
@onready var model = %vole if initial_model == initial.vole else %fox
func drop():
_input = null
func _ready() -> void:
%vole.visible = false
%fox.visible = false
model.visible = true
if model == %vole:
$VoleShape.visible = true
$FoxShape.visible = false
else:
$VoleShape.visible = false
$FoxShape.visible = true
func _physics_process(delta: float) -> void:
if global_transform.origin.y < -100.0:
queue_free()
if not model.is_busy():
if not is_on_floor():
velocity.y = -10.0
else:
velocity.y = 0.0
if input == null:
return
if not model.is_busy():
var direction := input.walk_dir
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if direction.length() > 0.01:
var target := global_transform.looking_at(global_position + input.walk_dir, Vector3(0.0, 1.0, 0.0)).basis.get_euler().y
var current_euler := global_basis.get_euler()
current_euler.y = lerp_angle(current_euler.y, target, delta * 20.0)
global_basis = Basis.from_euler(current_euler)
model.walk()
else:
model.idle()
if input.jumping:
model.pounce()
position += model.global_transform.basis * model.root_motion()
move_and_slide()