2024-05-25 10:10:24 -06:00
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# Automatically Generated From Builtin CharacterBody Template
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extends CharacterBody3D
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class_name Player
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2024-05-25 10:10:24 -06:00
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@export var SPEED = 5.0
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@export var JUMP_VELOCITY = 4.5
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# Set by camera child, switch to signals if becomes too spaghetti
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var movement_dir: Vector2 = Vector2.ZERO
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2024-05-31 11:59:57 -06:00
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# Using signals to maintain a list of currently colliding players because it simplifies
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# Memory management substantially since nodes are not GC'd
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# Connected nodes are the colliding nodes
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signal is_bumping(src: Player)
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var _is_grounded := false
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signal is_grounded
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func is_on_ground() -> bool:
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_is_grounded = false
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is_grounded.emit()
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var v := _is_grounded
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_is_grounded = false
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return v
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func _physics_process(delta):
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print(is_on_ground())
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if not is_on_floor():
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velocity.y -= gravity * delta
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if movement_dir:
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velocity.x = movement_dir.x * SPEED
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velocity.z = movement_dir.y * SPEED
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else:
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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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var _first_bumper: Player = null
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func _bump_check(src: Player):
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if src._first_bumper == null:
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src._first_bumper = self
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func get_first_bumper() -> Player:
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_first_bumper = null
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is_bumping.emit(self)
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var player := _first_bumper
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_first_bumper = null
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return player
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func _on_tag_detection_area_entered(area):
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if not (area.get_parent() is Player):
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return
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var _other_player: Player = area.get_parent()
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if is_bumping.is_connected(_bump_check):
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return
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is_bumping.connect(_bump_check)
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func _on_tag_detection_area_exited(area):
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if not (area.get_parent() is Player):
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return
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var _other_player: Player = area.get_parent()
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if not is_bumping.is_connected(_bump_check):
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return
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is_bumping.disconnect(_bump_check)
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func _on_tag_detection_body_entered(body):
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if body.is_in_group("ground"):
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print("fuck")
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if not is_grounded.is_connected(body.grounded):
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is_grounded.connect(body.grounded)
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func _on_tag_detection_body_exited(body):
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if body.is_in_group("ground"):
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if is_grounded.is_connected(body.grounded):
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is_grounded.disconnect(body.grounded)
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