Adding repo style character, and fixing some movement bugs
This commit is contained in:
parent
acfcd09fe1
commit
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156
game/scenes/Characters/repo_bot.gd
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156
game/scenes/Characters/repo_bot.gd
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@ -0,0 +1,156 @@
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extends Node3D
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@export var left_pupil_path: NodePath = NodePath("Body/HeadPivot/EyeLeft/Pupil")
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@export var right_pupil_path: NodePath = NodePath("Body/HeadPivot/EyeRight/Pupil")
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@export var camera_path: NodePath
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@export var look_origin_path: NodePath = NodePath("Body/HeadPivot")
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@export var look_reference_path: NodePath = NodePath("Body")
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@export var lock_vertical: bool = true
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@export var vertical_unlock_height: float = 0.6
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@export var vertical_lock_smooth_speed: float = 6.0
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@export var vertical_lock_hold_time: float = 0.3
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@export var max_look_angle_deg: float = 90.0
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@export var eye_return_speed: float = 0.2
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@export var max_offset: float = 0.08
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@export var side_eye_boost: float = 1.4
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@export var head_path: NodePath = NodePath("Body/HeadPivot")
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@export var head_turn_speed: float = 16.0
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@export var head_max_yaw_deg: float = 55.0
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@export var head_max_pitch_deg: float = 22.0
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var _left_pupil: Node3D
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var _right_pupil: Node3D
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var _left_base: Vector3
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var _right_base: Vector3
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var _camera: Camera3D
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var _look_origin: Node3D
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var _head: Node3D
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var _head_base_rot: Vector3
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var _vertical_lock_factor: float = 1.0
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var _vertical_hold_timer: float = 0.0
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var _look_reference: Node3D
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func _ready() -> void:
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_left_pupil = get_node_or_null(left_pupil_path) as Node3D
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_right_pupil = get_node_or_null(right_pupil_path) as Node3D
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if _left_pupil:
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_left_base = _left_pupil.position
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if _right_pupil:
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_right_base = _right_pupil.position
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_camera = _resolve_camera()
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_look_origin = get_node_or_null(look_origin_path) as Node3D
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_look_reference = get_node_or_null(look_reference_path) as Node3D
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_head = get_node_or_null(head_path) as Node3D
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if _head:
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_head_base_rot = _head.rotation
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func _physics_process(_delta: float) -> void:
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_update_pupils()
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func _process(_delta: float) -> void:
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_update_pupils()
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func _update_pupils() -> void:
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if _camera == null or not _camera.is_inside_tree():
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_camera = _resolve_camera()
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if _camera == null:
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return
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var origin := _look_origin
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if origin == null:
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origin = self
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var target := _camera.global_position
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var dir_world := target - origin.global_position
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if dir_world.length_squared() <= 0.0001:
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return
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dir_world = dir_world.normalized()
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var reference := _look_reference if _look_reference != null else origin
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var forward := -reference.global_basis.z
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var min_dot := cos(deg_to_rad(max_look_angle_deg))
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var can_look := dir_world.dot(forward) >= min_dot
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if not can_look:
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var delta := get_process_delta_time()
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if _left_pupil:
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var target_left := Vector3(_left_base.x, _left_base.y, _left_base.z)
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var pos_left := _left_pupil.position
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pos_left.x = move_toward(pos_left.x, target_left.x, eye_return_speed * delta)
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pos_left.y = target_left.y
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pos_left.z = move_toward(pos_left.z, target_left.z, eye_return_speed * delta)
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_left_pupil.position = pos_left
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if _right_pupil:
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var target_right := Vector3(_right_base.x, _right_base.y, _right_base.z)
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var pos_right := _right_pupil.position
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pos_right.x = move_toward(pos_right.x, target_right.x, eye_return_speed * delta)
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pos_right.y = target_right.y
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pos_right.z = move_toward(pos_right.z, target_right.z, eye_return_speed * delta)
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_right_pupil.position = pos_right
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if _head:
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_head.rotation.x = _head_base_rot.x
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_head.rotation.y = lerp_angle(_head.rotation.y, _head_base_rot.y, head_turn_speed * delta)
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return
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if lock_vertical:
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var origin_y := origin.global_position.y
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var target_offset := target.y - origin_y
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var is_above := target_offset > vertical_unlock_height
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if is_above:
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_vertical_hold_timer = vertical_lock_hold_time
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else:
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_vertical_hold_timer = max(0.0, _vertical_hold_timer - get_process_delta_time())
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if is_above:
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_vertical_lock_factor = 1.0
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else:
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var unlock := 1.0 if _vertical_hold_timer > 0.0 else 0.0
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_vertical_lock_factor = move_toward(_vertical_lock_factor, unlock, vertical_lock_smooth_speed * get_process_delta_time())
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target.y = lerp(origin_y, target.y, _vertical_lock_factor)
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dir_world = target - origin.global_position
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if dir_world.length_squared() <= 0.0001:
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return
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dir_world = dir_world.normalized()
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if _left_pupil:
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_update_eye(_left_pupil, _left_base, dir_world)
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if _right_pupil:
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_update_eye(_right_pupil, _right_base, dir_world)
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if _head:
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_update_head(dir_world)
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func _resolve_camera() -> Camera3D:
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if camera_path != NodePath(""):
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var from_path := get_node_or_null(camera_path) as Camera3D
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if from_path:
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return from_path
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var viewport_cam := get_viewport().get_camera_3d()
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if viewport_cam:
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return viewport_cam
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var by_name := get_tree().get_root().find_child("Camera3D", true, false) as Camera3D
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return by_name
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func _update_eye(eye: Node3D, base_pos: Vector3, dir_world: Vector3) -> void:
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var parent := eye.get_parent() as Node3D
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if parent == null:
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return
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var dir_local := parent.global_basis.inverse() * dir_world
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var flat := Vector2(dir_local.x, dir_local.y)
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flat.x *= side_eye_boost
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if flat.length() > 1.0:
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flat = flat.normalized()
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var offset := Vector3(flat.x, flat.y, 0.0) * max_offset
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eye.position = base_pos + offset
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func _update_head(dir_world: Vector3) -> void:
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var parent := _head.get_parent() as Node3D
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if parent == null:
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return
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var dir_local := parent.global_basis.inverse() * dir_world
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var yaw := atan2(-dir_local.x, -dir_local.z)
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var pitch := atan2(dir_local.y, -dir_local.z)
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yaw = clamp(yaw, deg_to_rad(-head_max_yaw_deg), deg_to_rad(head_max_yaw_deg))
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pitch = clamp(pitch, deg_to_rad(-head_max_pitch_deg), deg_to_rad(head_max_pitch_deg))
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var target := Vector3(_head_base_rot.x + pitch, _head_base_rot.y + yaw, _head_base_rot.z)
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_head.rotation.x = lerp_angle(_head.rotation.x, target.x, head_turn_speed * get_process_delta_time())
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_head.rotation.y = lerp_angle(_head.rotation.y, target.y, head_turn_speed * get_process_delta_time())
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1
game/scenes/Characters/repo_bot.gd.uid
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1
game/scenes/Characters/repo_bot.gd.uid
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uid://bs3eqqujhetsm
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111
game/scenes/Characters/repo_bot.tscn
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111
game/scenes/Characters/repo_bot.tscn
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[gd_scene load_steps=14 format=3]
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[ext_resource type="Script" path="res://scenes/Characters/repo_bot.gd" id="1_repo_bot"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_body"]
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albedo_color = Color(0.78, 0.8, 0.82, 1)
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metallic = 0.2
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roughness = 0.35
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_accent"]
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albedo_color = Color(0.25, 0.82, 0.55, 1)
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emission_enabled = true
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emission = Color(0.25, 0.82, 0.55, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_eye_white"]
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albedo_color = Color(0.95, 0.95, 0.95, 1)
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roughness = 0.2
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pupil"]
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albedo_color = Color(0.02, 0.02, 0.02, 1)
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roughness = 0.8
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_body"]
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radius = 0.25
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height = 0.6
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material = SubResource("StandardMaterial3D_body")
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[sub_resource type="SphereMesh" id="SphereMesh_head"]
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radius = 0.22
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height = 0.44
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material = SubResource("StandardMaterial3D_body")
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[sub_resource type="SphereMesh" id="SphereMesh_eye_white"]
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radius = 0.075
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height = 0.15
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material = SubResource("StandardMaterial3D_eye_white")
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[sub_resource type="SphereMesh" id="SphereMesh_pupil"]
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radius = 0.028
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height = 0.056
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material = SubResource("StandardMaterial3D_pupil")
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[sub_resource type="CylinderMesh" id="CylinderMesh_limb"]
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top_radius = 0.06
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bottom_radius = 0.06
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height = 0.35
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material = SubResource("StandardMaterial3D_body")
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[sub_resource type="BoxMesh" id="BoxMesh_pack"]
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size = Vector3(0.26, 0.3, 0.12)
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material = SubResource("StandardMaterial3D_accent")
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
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radius = 0.3
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height = 1.1
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[node name="RepoBot" type="Node3D"]
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script = ExtResource("1_repo_bot")
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[node name="Body" type="StaticBody3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
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shape = SubResource("CapsuleShape3D_body")
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[node name="Torso" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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mesh = SubResource("CapsuleMesh_body")
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[node name="HeadPivot" type="Node3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.95, 0)
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[node name="Head" type="MeshInstance3D" parent="Body/HeadPivot"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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mesh = SubResource("SphereMesh_head")
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[node name="EyeLeft" type="MeshInstance3D" parent="Body/HeadPivot"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.09, 0, -0.205)
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mesh = SubResource("SphereMesh_eye_white")
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[node name="Pupil" type="MeshInstance3D" parent="Body/HeadPivot/EyeLeft"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.06)
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mesh = SubResource("SphereMesh_pupil")
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[node name="EyeRight" type="MeshInstance3D" parent="Body/HeadPivot"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.09, 0, -0.205)
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mesh = SubResource("SphereMesh_eye_white")
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[node name="Pupil" type="MeshInstance3D" parent="Body/HeadPivot/EyeRight"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.06)
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mesh = SubResource("SphereMesh_pupil")
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[node name="ArmLeft" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.32, 0.55, 0)
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mesh = SubResource("CylinderMesh_limb")
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[node name="ArmRight" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.32, 0.55, 0)
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mesh = SubResource("CylinderMesh_limb")
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[node name="LegLeft" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.12, 0.15, 0)
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mesh = SubResource("CylinderMesh_limb")
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[node name="LegRight" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.12, 0.15, 0)
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mesh = SubResource("CylinderMesh_limb")
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[node name="Backpack" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0.22)
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mesh = SubResource("BoxMesh_pack")
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@ -1,9 +1,10 @@
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[gd_scene load_steps=12 format=3 uid="uid://dchj6g2i8ebph"]
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[gd_scene load_steps=13 format=3 uid="uid://dchj6g2i8ebph"]
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[ext_resource type="PackedScene" uid="uid://bb6hj6l23043x" path="res://assets/models/human.blend" id="1_eg4yq"]
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[ext_resource type="Script" uid="uid://bpxggc8nr6tf6" path="res://scenes/player.gd" id="1_muv8p"]
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[ext_resource type="PackedScene" uid="uid://c5of6aaxop1hl" path="res://scenes/block.tscn" id="2_tc7dm"]
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[ext_resource type="PackedScene" uid="uid://bcwmsmb3jum7j" path="res://scenes/block.tscn" id="2_tc7dm"]
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[ext_resource type="Script" uid="uid://b7fopt7sx74g8" path="res://scenes/Levels/menu.gd" id="3_tc7dm"]
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[ext_resource type="PackedScene" path="res://scenes/Characters/repo_bot.tscn" id="4_repo"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"]
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bounce = 0.5
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@ -27,6 +28,9 @@ size = Vector3(1080, 2, 1080)
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[node name="human" parent="." instance=ExtResource("1_eg4yq")]
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[node name="RepoBot" parent="." instance=ExtResource("4_repo")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.9426608, 0, -4.4451966)
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[node name="Thing" type="RigidBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -3.7986288)
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physics_material_override = SubResource("PhysicsMaterial_2q6dc")
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@ -52,6 +56,7 @@ shape = SubResource("SphereShape3D_mx8sn")
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[node name="Camera3D" type="Camera3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.31670225, 0)
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current = true
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[node name="SpotLight3D" type="SpotLight3D" parent="Player"]
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@ -17,6 +17,14 @@ var rotation_x := 0.0
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var rotation_y := 0.0
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var cameraMoveMode := false
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var current_number_of_jumps := 0
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var _pending_mouse_delta := Vector2.ZERO
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var _last_move_forward := Vector3(0, 0, 1)
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var _last_move_right := Vector3(1, 0, 0)
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var _camera_offset_local := Vector3.ZERO
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var _camera_yaw := 0.0
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var _camera_pitch := 0.0
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@export var camera_follow_speed := 10.0
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var jump_sound = preload("res://assets/audio/jump.ogg")
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var audio_player = AudioStreamPlayer.new()
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@ -33,8 +41,32 @@ func _ready() -> void:
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add_child(audio_player)
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audio_player.stream = jump_sound
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audio_player.volume_db = -20
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if cam:
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_camera_offset_local = cam.transform.origin
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_camera_pitch = cam.rotation.x
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_camera_yaw = global_transform.basis.get_euler().y
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cam.set_as_top_level(true)
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cam.global_position = global_position + (Basis(Vector3.UP, _camera_yaw) * _camera_offset_local)
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cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
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var move_basis := cam.global_transform.basis if cam else global_transform.basis
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var forward := move_basis.z
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var right := move_basis.x
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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_last_move_forward = forward.normalized()
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if right.length() > 0.0001:
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_last_move_right = right.normalized()
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func _integrate_forces(state):
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
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_camera_pitch = rotation_x
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rotation.y = rotation_y
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_pending_mouse_delta = Vector2.ZERO
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# Input as 2D vector
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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@ -44,13 +76,19 @@ func _integrate_forces(state):
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if cam:
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forward = cam.global_transform.basis.z
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right = cam.global_transform.basis.x
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# project onto ground plane so looking up/down doesn't tilt movement
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# Project onto ground plane so looking up/down doesn't kill movement.
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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if forward.length() > 0.0001:
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forward = forward.normalized()
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if right.length() > 0.0001:
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_last_move_forward = forward
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else:
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forward = _last_move_forward
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if right.length() > 0.0001:
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right = right.normalized()
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_last_move_right = right
|
||||
else:
|
||||
right = _last_move_right
|
||||
|
||||
var dir := (right * input2v.x + forward * input2v.y).normalized()
|
||||
var target_v := dir * MOVE_SPEED
|
||||
@ -72,6 +110,14 @@ func _integrate_forces(state):
|
||||
linear_velocity.y = JUMP_SPEED
|
||||
audio_player.play()
|
||||
|
||||
if cam:
|
||||
var target_yaw := global_transform.basis.get_euler().y
|
||||
_camera_yaw = lerp_angle(_camera_yaw, target_yaw, camera_follow_speed * state.step)
|
||||
var target_basis := Basis(Vector3.UP, _camera_yaw)
|
||||
var target_pos := global_position + (target_basis * _camera_offset_local)
|
||||
cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
|
||||
cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_MIDDLE:
|
||||
@ -83,12 +129,7 @@ func _input(event):
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
|
||||
if event is InputEventMouseMotion and cameraMoveMode:
|
||||
rotation_x -= event.relative.y * mouse_sensitivity
|
||||
rotation_y -= event.relative.x * mouse_sensitivity
|
||||
rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
|
||||
|
||||
$Camera3D.rotation.x = rotation_x
|
||||
rotation.y = rotation_y
|
||||
_pending_mouse_delta += event.relative
|
||||
|
||||
if event is InputEventMouseButton and event.pressed:
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user