ucg-3d/objects/canny_cat.gd

201 lines
5.8 KiB
GDScript

class_name Player
extends CharacterBody3D
signal bounced()
signal shot()
signal charge_canceled()
@export_group("Visuals")
@export var goal_animation_time: float = 1.0
@export var charge_gradient: Gradient
@export var power_line_material: StandardMaterial3D
@export_group("Movement")
@export var gravity: float
@export var friction: float
@export var friction_coef: float
@export var friction_pow: float
@export var power_scale: float
@export var power_sensitivity: float
@export var power_threshold: float
@export var stop_threshold: float
@export_group("Camera", "camera_")
@export_range(0,90,1,"radians_as_degrees") var camera_low_angle: float
@export_range(0,90,1,"radians_as_degrees") var camera_high_angle: float
@export_range(0,90,0.5,"radians_as_degrees") var camera_yaw_sensitivity: float
@export_range(0,90,0.5,"radians_as_degrees") var camera_pitch_sensitivity: float
@export_group("Node References")
@export var state_chart: StateChart
@export var graphics: Node3D
@export var power_indicator: Node3D
@export var camera_arm: SpringArm3D
@export var collision_shape: CollisionShape3D
var power: float = 0.0:
set(value):
power = clampf(value, 0.0, 1.0)
var charging_power: bool = false
var prev_velocity: Vector3 = Vector3.ZERO
var _entered_goal: Node3D = null
#region Builtin Overrides
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
prev_velocity = velocity
move_and_slide()
state_chart.set_expression_property(&"velocity", velocity)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"charge_shot"):
state_chart.send_event(&"charge_pressed")
if event.is_action_released(&"charge_shot"):
state_chart.send_event(&"charge_released")
if event is InputEventMouseMotion:
camera_arm.rotate_y(event.screen_relative.x * camera_yaw_sensitivity)
if charging_power:
power += event.screen_relative.y * power_sensitivity
else:
camera_arm.rotation.x -= event.screen_relative.y * camera_pitch_sensitivity
camera_arm.rotation.x = clampf(camera_arm.rotation.x, -camera_high_angle, -camera_low_angle)
#endregion
#region Public Functions
func enter_goal(goal: GoalPost) -> void:
_entered_goal = goal
state_chart.send_event(&"goal_entered")
func attach_to_pole(pole: WatermanPole) -> void:
_attached_pole = pole
state_chart.send_event(&"pole_attached")
#endregion
#region Charging
func _start_charge() -> void:
charging_power = true
power_indicator.visible = true
power_indicator.scale.z = 0.0
power = 0.0
func _update_charge(_delta: float) -> void:
power_indicator.scale.z = power
var camera_z = get_viewport().get_camera_3d().global_transform.basis.z
camera_z.y = 0.0
power_indicator.look_at(power_indicator.global_position + camera_z)
power_line_material.albedo_color = charge_gradient.sample(power)
func _end_charge() -> void:
charging_power = false
power_indicator.visible = false
if power >= power_threshold:
var camera_z = get_viewport().get_camera_3d().global_transform.basis.z
camera_z.y = 0.0
velocity = -camera_z.normalized() * power * power_scale
prev_velocity = velocity
_bounce_on_walls(1.0/60.0)
shot.emit()
else:
charge_canceled.emit()
#endregion
#region Moving
func _apply_gravity(delta: float) -> void:
velocity.y -= gravity * delta
func _slow_to_stop(delta: float) -> void:
if is_on_floor():
var new_velocity = velocity * Vector3(1.0, 0.0, 1.0)
#new_velocity = lerp(new_velocity, Vector3.ZERO, friction_coef * delta)
#new_velocity = lerp(
#new_velocity, Vector3.ZERO,
#power_scale * pow(friction_coef / new_velocity.length(), friction_pow * delta)
#)
new_velocity = new_velocity.move_toward(Vector3.ZERO, friction * delta)
if new_velocity.length_squared() <= stop_threshold * stop_threshold:
new_velocity = Vector3.ZERO
velocity.x = new_velocity.x
velocity.z = new_velocity.z
func _bounce_on_walls(delta: float = 0.0) -> void:
var h_vel = (prev_velocity * Vector3(1.0, 0.0, 1.0))
var col = move_and_collide(h_vel * delta, true)
if col:
if col.get_angle() > floor_max_angle:
h_vel = h_vel.bounce(col.get_normal())
velocity.x = h_vel.x
velocity.z = h_vel.z
bounced.emit()
#endregion
#region Winning
func _start_winning() -> void:
velocity = Vector3.ZERO
prev_velocity = velocity
collision_shape.disabled = true
var tween = create_tween()
tween.set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
tween.tween_property(graphics, ^"scale", Vector3.ZERO, goal_animation_time)
tween.set_parallel(true)
tween.tween_property(graphics, ^"global_position", _entered_goal.global_position, goal_animation_time)
#endregion
#region Pole Spinning
var _attached_pole: WatermanPole = null
var _pole_angle: float = 0.0
func _start_pole_spin() -> void:
velocity = Vector3.ZERO
var pole_xz = flatten_vector(_attached_pole.global_position)
var self_xz = flatten_vector(global_position)
_pole_angle = Vector3.FORWARD.angle_to(self_xz - pole_xz)
func _process_pole_spin(delta: float) -> void:
# rise
global_position.y += _attached_pole.rise_speed * delta
global_position.y = clampf(
global_position.y,
_attached_pole.global_position.y,
_attached_pole.top.global_position.y
)
# spin
_pole_angle += _attached_pole.spin_speed * delta
var pole_xz = flatten_vector(_attached_pole.global_position)
var self_dir = Vector3.FORWARD.rotated(Vector3.UP, _pole_angle)
var self_xz = pole_xz + self_dir * _attached_pole.offset
global_position.x = self_xz.x
global_position.z = self_xz.z
func _end_pole_spin() -> void:
var pole_xz = flatten_vector(_attached_pole.global_position)
var impulse = Vector3.FORWARD.rotated(Vector3.UP, _pole_angle) * _attached_pole.release_boost
velocity.x = impulse.x
velocity.z = impulse.z
#endregion
#region Helpers
func flatten_vector(vector: Vector3) -> Vector3:
return Vector3(vector.x, 0.0, vector.z)
#endregion