Player movement rework

This commit is contained in:
Rendo 2025-11-26 21:04:38 +05:00
commit 7bbeebdd2e
11 changed files with 190 additions and 73 deletions

View file

@ -2,7 +2,7 @@ Current plans:
^ Add world model ^ Add world model
^ Separate Viewmodel ^ Separate Viewmodel
^ Hide view from players and world from player ^ Hide view from players and world from player
Rework player states ^ Rework player states
Player teams Player teams
Team spawns Team spawns
Bomb Bomb

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=3 uid="uid://dpsr6ug3pkb40"] [gd_scene load_steps=22 format=3 uid="uid://dpsr6ug3pkb40"]
[ext_resource type="Script" uid="uid://3dphlay25fih" path="res://scripts/player/player.gd" id="1_g2els"] [ext_resource type="Script" uid="uid://3dphlay25fih" path="res://scripts/player/player.gd" id="1_g2els"]
[ext_resource type="Script" uid="uid://dalwlndejfdhm" path="res://scripts/player/crosshair.gd" id="3_dqkch"] [ext_resource type="Script" uid="uid://dalwlndejfdhm" path="res://scripts/player/crosshair.gd" id="3_dqkch"]
@ -8,7 +8,12 @@
[ext_resource type="Script" uid="uid://bmecgup3kcua7" path="res://scripts/weapon_system/weapon_system.gd" id="4_qlg0r"] [ext_resource type="Script" uid="uid://bmecgup3kcua7" path="res://scripts/weapon_system/weapon_system.gd" id="4_qlg0r"]
[ext_resource type="Script" uid="uid://dd5mp72dq43v6" path="res://scripts/multiplayer/own_visibility_toggle.gd" id="4_smehm"] [ext_resource type="Script" uid="uid://dd5mp72dq43v6" path="res://scripts/multiplayer/own_visibility_toggle.gd" id="4_smehm"]
[ext_resource type="PackedScene" uid="uid://djwjl8xll53vn" path="res://scenes/weapons/starting_pistol.tscn" id="7_fjrip"] [ext_resource type="PackedScene" uid="uid://djwjl8xll53vn" path="res://scenes/weapons/starting_pistol.tscn" id="7_fjrip"]
[ext_resource type="Script" uid="uid://3777rkbebgjm" path="res://scripts/state_machine/machine.gd" id="8_f1ej7"]
[ext_resource type="PackedScene" uid="uid://c2r8dbudbs7l3" path="res://models/molikman_ingame.glb" id="8_smehm"] [ext_resource type="PackedScene" uid="uid://c2r8dbudbs7l3" path="res://models/molikman_ingame.glb" id="8_smehm"]
[ext_resource type="Script" uid="uid://bv8sgx78s8hwn" path="res://scripts/player/states/crouching.gd" id="9_oprun"]
[ext_resource type="Script" uid="uid://u0e2b2mvij1k" path="res://scripts/player/states/standing.gd" id="10_a8ls1"]
[ext_resource type="Script" uid="uid://cwasvwhm5yg0o" path="res://scripts/player/states/walk.gd" id="11_qfm1y"]
[ext_resource type="Script" uid="uid://cq4i0afwesdm3" path="res://scripts/player/states/falling.gd" id="12_fulsm"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_u8vuu"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_u8vuu"]
@ -120,12 +125,9 @@ properties/4/path = NodePath(".:hp")
properties/4/spawn = true properties/4/spawn = true
properties/4/replication_mode = 1 properties/4/replication_mode = 1
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("animation_player", "stand_up_area")] [node name="Player" type="CharacterBody3D"]
collision_layer = 2 collision_layer = 2
script = ExtResource("1_g2els") script = ExtResource("1_g2els")
animation_player = NodePath("AnimationPlayer")
stand_up_area = NodePath("StandArea")
CROUCH_TIME = 0.1
[node name="molikman_ingame" parent="." instance=ExtResource("8_smehm")] [node name="molikman_ingame" parent="." instance=ExtResource("8_smehm")]
transform = Transform3D(0.75, 0, 0, 0, 0.75, 0, 0, 0, 0.75, 0, 1.1793717, 0) transform = Transform3D(0.75, 0, 0, 0, 0.75, 0, 0, 0, 0.75, 0, 1.1793717, 0)
@ -262,6 +264,30 @@ crosses_offset = 3.0
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."] [node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_qhqgy") replication_config = SubResource("SceneReplicationConfig_qhqgy")
[node name="BodyStateMachine" type="Node" parent="." node_paths=PackedStringArray("current_state")]
script = ExtResource("8_f1ej7")
current_state = NodePath("Stand")
metadata/_custom_type_script = "uid://3777rkbebgjm"
[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "animation_player")]
script = ExtResource("9_oprun")
stand_up_area = NodePath("../../StandArea")
player = NodePath("../..")
animation_player = NodePath("../../AnimationPlayer")
[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("10_a8ls1")
player = NodePath("../..")
[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("11_qfm1y")
player = NodePath("../..")
[node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("12_fulsm")
player = NodePath("../..")
SPEED = 5.0
[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("default_pistol", "animation_player", "camera")] [node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("default_pistol", "animation_player", "camera")]
script = ExtResource("4_qlg0r") script = ExtResource("4_qlg0r")
default_pistol = NodePath("StartingPistol") default_pistol = NodePath("StartingPistol")

View file

@ -16,82 +16,17 @@ const MAX_HP = 100
get: get:
return hp return hp
@export var animation_player: AnimationPlayer
@export var stand_up_area: Area3D
@export var CROUCH_TIME: float = 1.0
@export var SPEED: float = 5.0
@export var JUMP_VELOCITY: float = 4.5
# Replace with settings
@export var TOGGLE_CROUCH: bool = true
@export var WALK_MODIFIER: float = 0.5
@export var crouched: bool = false:
set(value):
if value != crouched and stand_up_area.has_overlapping_bodies() == false:
crouched = value
update_crouch()
SPEED = (SPEED*WALK_MODIFIER) if crouched else (SPEED/WALK_MODIFIER)
potential_crouched = value
get:
return crouched
@onready var TEMP_start_pos = global_position @onready var TEMP_start_pos = global_position
var potential_crouched: bool = crouched
func _enter_tree() -> void: func _enter_tree() -> void:
set_multiplayer_authority(str(name).to_int()) set_multiplayer_authority(str(name).to_int())
func _process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return return
if potential_crouched != crouched:
crouched = potential_crouched
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("plr_jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide() move_and_slide()
func update_crouch():
if crouched:
animation_player.play("Crouch",-1,1/CROUCH_TIME)
else:
animation_player.play("Crouch",-1,-1/CROUCH_TIME,true)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_pressed("plr_crouch"):
if TOGGLE_CROUCH:
crouched = not crouched
else:
crouched = true
elif event.is_action_released("plr_crouch") and TOGGLE_CROUCH == false:
crouched = false
func die() -> void: func die() -> void:
global_position = TEMP_start_pos global_position = TEMP_start_pos
hp = MAX_HP hp = MAX_HP

View file

@ -0,0 +1,41 @@
extends State
@export var SPEED: float = 2.5
@export var toggle: bool = false
@export var stand_up_area: Area3D
@export var player: Player
@export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1
func enter() -> void:
animation_player.play("Crouch",-1,1/crouch_time)
func exit() -> void:
animation_player.play("Crouch",-1,-1/crouch_time,true)
func physics_update(_delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor() and toggle:
transition.emit("Stand")
return
if not player.is_on_floor():
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):
if stand_up_area.has_overlapping_bodies() == false:
transition.emit("Stand")

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@ -0,0 +1 @@
uid://bv8sgx78s8hwn

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@ -0,0 +1,28 @@
extends State
@export var player: Player
@export var SPEED: float
func enter() -> void:
pass
func exit() -> void:
pass
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if player.is_on_floor():
transition.emit("Stand")
player.velocity += player.get_gravity() * delta
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)

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@ -0,0 +1 @@
uid://cq4i0afwesdm3

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@ -0,0 +1,42 @@
extends State
@export var SPEED: float = 5.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
func enter() -> void:
pass
func exit() -> void:
pass
func physics_update(_delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")
if event.is_action_pressed("plr_walk"):
transition.emit("Walk")

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@ -0,0 +1 @@
uid://u0e2b2mvij1k

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@ -0,0 +1,41 @@
extends State
@export var SPEED: float = 2.5
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
func enter() -> void:
pass
func exit() -> void:
pass
func physics_update(_delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_released("plr_walk"):
transition.emit("Stand")
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")

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@ -0,0 +1 @@
uid://cwasvwhm5yg0o