red_dragon_pon/base/scripts/player/player.gd

130 lines
3.7 KiB
GDScript

extends CharacterBody3D
@export var speed = 100.0
@export var fall_acceleration = 75.0
@export var vertical_sensivity = 0.005
@export var horizontal_sensivity = 0.005
var queue: CommandQueue = CommandQueue.new()
@onready var camera: Camera3D = $"Camera"
@onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer"
@onready var weapons: Node3D = $"WeaponContainer"
var current_weapon: Weapon
func _ready() -> void:
queue.command_pushed.connect(on_queue_command_pushed)
queue.command_popped.connect(on_queue_command_popped)
current_weapon = weapons.get_child(0) as Weapon
weapon_player.add_animation_library("current", current_weapon.animation_library)
weapon_player.play("current/static")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _process(_delta: float) -> void:
if Input.is_action_pressed("shoot") \
and queue.current_command(CommandQueue.Side.RIGHT) \
== CommandQueue.DEFAULT_COMMAND:
queue.push([
CommandQueue.Command.NONE,
CommandQueue.Command.SHOOT
], [
CommandQueue.Side.LEFT,
CommandQueue.Side.RIGHT
])
for side in CommandQueue.Side.values():
var command = queue.current_command(side)
match side:
CommandQueue.Side.LEFT:
handle_current_left_command(command)
CommandQueue.Side.RIGHT:
handle_current_right_command(command)
func _physics_process(delta: float) -> void:
var direction = Vector3.ZERO
direction.z = Input.get_axis("move_forward", "move_backward")
direction.x = Input.get_axis("move_left", "move_right")
var target_velocity = (transform.basis * direction).normalized() * speed * delta
if not is_on_floor():
target_velocity.y -= fall_acceleration * delta
velocity = target_velocity
move_and_slide()
func _input(event):
if event is InputEventMouseMotion:
var new_rotation = clamp(
camera.rotation.x - event.relative.y * vertical_sensivity,
-PI/2,
PI/2
)
camera.rotation.x = new_rotation
rotation.y -= event.relative.x * horizontal_sensivity
func on_queue_command_pushed(sides, commands):
for i in sides.size():
match sides[i]:
CommandQueue.Side.LEFT:
handle_new_left_command(commands[i])
CommandQueue.Side.RIGHT:
handle_new_right_command(commands[i])
func shoot_animation_ended():
queue.pop()
func on_queue_command_popped(commands):
for i in CommandQueue.Side.size():
match CommandQueue.Side.values()[i]:
CommandQueue.Side.LEFT:
handle_ended_left_command(commands[i])
CommandQueue.Side.RIGHT:
handle_ended_right_command(commands[i])
func handle_new_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('New command %s is not implemented for left hand.' % command)
func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE | CommandQueue.Command.SHOOT:
pass
_:
print('New command %s is not implemented for right hand.' % command)
func handle_ended_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Ended command %s is not implemented for left hand.' % command)
func handle_ended_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
CommandQueue.Command.SHOOT:
weapon_player.play('current/static')
_:
print('Ended command %s is not implemented for right hand.' % command)
func handle_current_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for left hand.' % command)
func handle_current_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for right hand.' % command)