crouching, walking and jumping

This commit is contained in:
Rendo 2025-12-03 21:50:14 +05:00
commit f312e0a4a6
9 changed files with 71 additions and 60 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=24 format=3 uid="uid://cqrh2cc7m2i7f"] [gd_scene load_steps=21 format=3 uid="uid://cqrh2cc7m2i7f"]
[ext_resource type="Environment" uid="uid://d0cfgtx2yxw13" path="res://environments/prototype_environment.tres" id="1_i6jab"] [ext_resource type="Environment" uid="uid://d0cfgtx2yxw13" path="res://environments/prototype_environment.tres" id="1_i6jab"]
[ext_resource type="Material" uid="uid://bx3f5vx71ynh5" path="res://materials/Graymat.tres" id="4_y6i55"] [ext_resource type="Material" uid="uid://bx3f5vx71ynh5" path="res://materials/Graymat.tres" id="4_y6i55"]
@ -17,20 +17,6 @@
[ext_resource type="Script" path="res://scripts/multiplayer/spawn_system/team_spawner.gd" id="10_02ic3"] [ext_resource type="Script" path="res://scripts/multiplayer/spawn_system/team_spawner.gd" id="10_02ic3"]
[ext_resource type="Script" uid="uid://3i00rp8urth7" path="res://scripts/object_container.gd" id="11_02ic3"] [ext_resource type="Script" uid="uid://3i00rp8urth7" path="res://scripts/object_container.gd" id="11_02ic3"]
[sub_resource type="Animation" id="Animation_y6i55"]
length = 0.001
[sub_resource type="Animation" id="Animation_pi0y7"]
resource_name = "main"
length = 5.0
loop_mode = 2
[sub_resource type="AnimationLibrary" id="AnimationLibrary_bno23"]
_data = {
&"RESET": SubResource("Animation_y6i55"),
&"main": SubResource("Animation_pi0y7")
}
[sub_resource type="BoxShape3D" id="BoxShape3D_ysk2e"] [sub_resource type="BoxShape3D" id="BoxShape3D_ysk2e"]
size = Vector3(15.324341, 0.96273804, 21.381592) size = Vector3(15.324341, 0.96273804, 21.381592)
@ -233,12 +219,6 @@ operation = 2
size = Vector3(20.339264, 4.566284, 3.4625244) size = Vector3(20.339264, 4.566284, 3.4625244)
material = ExtResource("7_8bje3") material = ExtResource("7_8bje3")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_bno23")
}
autoplay = "main"
[node name="PlayersContainer" type="Node3D" parent="." node_paths=PackedStringArray("exlusion_list")] [node name="PlayersContainer" type="Node3D" parent="." node_paths=PackedStringArray("exlusion_list")]
script = ExtResource("11_02ic3") script = ExtResource("11_02ic3")
exlusion_list = [NodePath("DefenceSpawn"), NodePath("AttackSpawn"), NodePath("SpectatorSpawn"), NodePath("MultiplayerSpawner")] exlusion_list = [NodePath("DefenceSpawn"), NodePath("AttackSpawn"), NodePath("SpectatorSpawn"), NodePath("MultiplayerSpawner")]

View file

@ -166,3 +166,7 @@ menu_settings={
3d_physics/layer_5="Players Attack Team" 3d_physics/layer_5="Players Attack Team"
3d_physics/layer_6="Players Defence Team" 3d_physics/layer_6="Players Defence Team"
3d_physics/layer_7="Interactible" 3d_physics/layer_7="Interactible"
[physics]
3d/default_gravity=39.2

View file

@ -8769,7 +8769,7 @@ script = ExtResource("8_f1ej7")
current_state = NodePath("Stand") current_state = NodePath("Stand")
metadata/_custom_type_script = "uid://3777rkbebgjm" metadata/_custom_type_script = "uid://3777rkbebgjm"
[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "animation_player", "weapon_system")] [node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "player_input", "animation_player", "weapon_system")]
script = ExtResource("9_oprun") script = ExtResource("9_oprun")
max_speed = 3.0 max_speed = 3.0
acceleration = 50.0 acceleration = 50.0
@ -8777,36 +8777,38 @@ deceleration = 50.0
stand_up_area = NodePath("../../StandArea") stand_up_area = NodePath("../../StandArea")
player = NodePath("../..") player = NodePath("../..")
player_movement = NodePath("../../PlayerMovement") player_movement = NodePath("../../PlayerMovement")
player_input = NodePath("../../PlayerInput")
animation_player = NodePath("../../AnimationPlayer") animation_player = NodePath("../../AnimationPlayer")
weapon_system = NodePath("../../WeaponSystem") weapon_system = NodePath("../../WeaponSystem")
[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "audio")] [node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system", "audio")]
script = ExtResource("10_a8ls1") script = ExtResource("10_a8ls1")
max_speed = 6.0 max_speed = 6.0
acceleration = 100.0 acceleration = 100.0
deceleration = 50.0 deceleration = 50.0
JUMP_VELOCITY = 6.0
player = NodePath("../..") player = NodePath("../..")
player_movement = NodePath("../../PlayerMovement") player_movement = NodePath("../../PlayerMovement")
player_input = NodePath("../../PlayerInput")
weapon_system = NodePath("../../WeaponSystem") weapon_system = NodePath("../../WeaponSystem")
audio = NodePath("../../StepAudio") audio = NodePath("../../StepAudio")
step_delay = 0.25 step_delay = 0.25
step_speed_curve = SubResource("Curve_fbysy") step_speed_curve = SubResource("Curve_fbysy")
[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system")] [node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system")]
script = ExtResource("11_qfm1y") script = ExtResource("11_qfm1y")
max_speed = 3.0 max_speed = 3.0
acceleration = 50.0 acceleration = 50.0
deceleration = 50.0 deceleration = 50.0
player = NodePath("../..") player = NodePath("../..")
player_movement = NodePath("../../PlayerMovement") player_movement = NodePath("../../PlayerMovement")
player_input = NodePath("../../PlayerInput")
weapon_system = NodePath("../../WeaponSystem") weapon_system = NodePath("../../WeaponSystem")
[node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "land_sound")] [node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "land_sound")]
script = ExtResource("12_fulsm") script = ExtResource("12_fulsm")
acceleration = 25.0
player = NodePath("../..") player = NodePath("../..")
player_movement = NodePath("../../PlayerMovement") player_movement = NodePath("../../PlayerMovement")
acceleration = 25.0
weapon_system = NodePath("../../WeaponSystem") weapon_system = NodePath("../../WeaponSystem")
land_sound = NodePath("../../LandAudio") land_sound = NodePath("../../LandAudio")
@ -8818,6 +8820,7 @@ animation_player = NodePath("../../AnimationPlayer")
script = ExtResource("19_70eug") script = ExtResource("19_70eug")
player = NodePath("..") player = NodePath("..")
player_input = NodePath("../PlayerInput") player_input = NodePath("../PlayerInput")
jump_velocity = 12.0
[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("animation_player", "camera", "player")] [node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("animation_player", "camera", "player")]
script = ExtResource("4_qlg0r") script = ExtResource("4_qlg0r")

View file

@ -10,6 +10,7 @@ var crouching: bool = false
var scoping: bool = false var scoping: bool = false
var walking: bool = false var walking: bool = false
signal jumped
signal drop signal drop
signal switch_weapon(to_slot: StringName) signal switch_weapon(to_slot: StringName)
signal fire_begin signal fire_begin
@ -70,7 +71,7 @@ func _input(event: InputEvent) -> void:
crouch_on_server.rpc_id(1,false) crouch_on_server.rpc_id(1,false)
if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching: if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
crouching = false crouching = false
crouch_on_server.rpc_id(1,false) crouch_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_walk"): if event.is_action_pressed("plr_walk"):
if ClientSettings.TOGGLE_WALK: if ClientSettings.TOGGLE_WALK:
@ -81,7 +82,7 @@ func _input(event: InputEvent) -> void:
walk_on_server.rpc_id(1,false) walk_on_server.rpc_id(1,false)
if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking: if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
walking = false walking = false
walk_on_server.rpc_id(1,false) walk_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_scope"): if event.is_action_pressed("plr_scope"):
if ClientSettings.TOGGLE_SCOPE: if ClientSettings.TOGGLE_SCOPE:
@ -92,7 +93,7 @@ func _input(event: InputEvent) -> void:
scope_on_server.rpc_id(1,false) scope_on_server.rpc_id(1,false)
if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping: if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
scoping = false scoping = false
scope_on_server.rpc_id(1,false) scope_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_reload"): if event.is_action_pressed("plr_reload"):
reload_on_server.rpc_id(1) reload_on_server.rpc_id(1)
@ -101,6 +102,9 @@ func _input(event: InputEvent) -> void:
interact_on_server.rpc_id(1,false) interact_on_server.rpc_id(1,false)
if event.is_action_released("plr_interact"): if event.is_action_released("plr_interact"):
interact_on_server.rpc_id(1,true) interact_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_jump"):
jump_on_server.rpc_id(1)
@rpc("authority","call_local","reliable") @rpc("authority","call_local","reliable")
func switch_on_server(slot: StringName) -> void: func switch_on_server(slot: StringName) -> void:
@ -166,3 +170,8 @@ func interact_on_server(end: bool) -> void:
interact_end.emit() interact_end.emit()
else: else:
interact_begin.emit() interact_begin.emit()
@rpc("authority","call_local","reliable")
func jump_on_server() -> void:
if not multiplayer.is_server(): return
jumped.emit()

View file

@ -4,6 +4,8 @@ class_name PlayerMovement
@export var player: Player @export var player: Player
@export var player_input: PlayerInput @export var player_input: PlayerInput
@export var jump_velocity: float
var disabled: bool var disabled: bool
func disable() -> void: func disable() -> void:
@ -24,3 +26,6 @@ func process_movement(max_speed: float,acceleration: float,deceleration: float,d
else: else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta) player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta) player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
func jump() -> void:
player.velocity.y = jump_velocity

View file

@ -8,22 +8,22 @@ extends State
@export var stand_up_area: Area3D @export var stand_up_area: Area3D
@export var player: Player @export var player: Player
@export var player_movement: PlayerMovement @export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var animation_player: AnimationPlayer @export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1 @export var crouch_time: float = 0.1
@export var weapon_system: WeaponSystem @export var weapon_system: WeaponSystem
func enter() -> void: func enter() -> void:
animation_player.play("crouch",-1,1/crouch_time) animation_player.play("crouch",-1,1/crouch_time)
player_input.crouch_end.connect(try_end_crouch)
func exit() -> void: func exit() -> void:
animation_player.play("crouch",-1,-1/crouch_time,true) animation_player.play("crouch",-1,-1/crouch_time,true)
player_input.crouch_end.disconnect(try_end_crouch)
func physics_update(delta: float) -> void: func physics_update(delta: float) -> void:
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return 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(): if not player.is_on_floor():
transition.emit("Fall") transition.emit("Fall")
@ -31,7 +31,6 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void: func try_end_crouch() -> void:
if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")): if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false:
if stand_up_area.has_overlapping_bodies() == false: transition.emit("Stand")
transition.emit("Stand")

View file

@ -3,9 +3,9 @@ extends State
@export var max_speed: float = 5.0 @export var max_speed: float = 5.0
@export var acceleration: float = 2.0 @export var acceleration: float = 2.0
@export var deceleration: float = 200.0 @export var deceleration: float = 200.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player @export var player: Player
@export var player_movement: PlayerMovement @export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem @export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D @export var audio: MultiplayerAudio3D
@export var step_delay: float @export var step_delay: float
@ -14,18 +14,19 @@ extends State
var step_time: float var step_time: float
func enter() -> void: func enter() -> void:
pass player_input.jumped.connect(on_jumped)
player_input.crouch_begin.connect(begin_crouch)
player_input.walk_begin.connect(begin_walk)
func exit() -> void: func exit() -> void:
player_input.jumped.disconnect(on_jumped)
player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_begin.disconnect(begin_walk)
step_time = 0 step_time = 0
func physics_update(delta: float) -> void: func physics_update(delta: float) -> void:
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier())
transition.emit("Fall")
return
if not player.is_on_floor(): if not player.is_on_floor():
transition.emit("Fall") transition.emit("Fall")
@ -38,9 +39,13 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void: func on_jumped() -> void:
if event.is_action_pressed("plr_crouch"): if player.is_on_floor():
transition.emit("Crouch") player_movement.jump()
transition.emit("Fall")
if event.is_action_pressed("plr_walk"):
transition.emit("Walk") func begin_walk() -> void:
transition.emit("Walk")
func begin_crouch() -> void:
transition.emit("Crouch")

View file

@ -6,21 +6,22 @@ extends State
@export var JUMP_VELOCITY: float = 4.5 @export var JUMP_VELOCITY: float = 4.5
@export var player: Player @export var player: Player
@export var player_movement: PlayerMovement @export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem @export var weapon_system: WeaponSystem
func enter() -> void: func enter() -> void:
pass player_input.crouch_begin.connect(begin_crouch)
player_input.walk_end.connect(end_walk)
player_input.jumped.connect(on_jumped)
func exit() -> void: func exit() -> void:
pass player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_end.disconnect(end_walk)
player_input.jumped.disconnect(on_jumped)
func physics_update(delta: float) -> void: func physics_update(delta: float) -> void:
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return 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(): if not player.is_on_floor():
transition.emit("Fall") transition.emit("Fall")
@ -28,9 +29,13 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void: func on_jumped() -> void:
if event.is_action_released("plr_walk"): if player.is_on_floor():
transition.emit("Stand") player_movement.jump()
transition.emit("Fall")
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch") func end_walk() -> void:
transition.emit("Stand")
func begin_crouch() -> void:
transition.emit("Crouch")

View file

@ -13,6 +13,7 @@ func _ready() -> void:
else: else:
push_warning("Child of state machine is not state") push_warning("Child of state machine is not state")
current_state.enter()
func on_transition_required(to: StringName): func on_transition_required(to: StringName):
if is_multiplayer_authority() == false: if is_multiplayer_authority() == false: