144 lines
4.2 KiB
GDScript

extends CharacterBody3D
signal healthChanged(change)
const SPEED: float = 10.0
const JUMP_VELOCITY: float = 10
@onready var camera: Camera3D = $Camera3D
@onready var animations: AnimationPlayer = $AnimationPlayer
@onready var flash = $Camera3D/gun/MuzzleFlash
@onready var raycast = $Camera3D/RayCast3D
@onready var chickenModel = $chicken
@onready var nametag = $Username
@onready var syncronizer = $MultiplayerSynchronizer
@onready var gunshot = $Camera3D/gun/Gunshot
@onready var listener = $AudioListener3D
@onready var world = $/root/World
@export var username: String = "Chicken"
@export var hat: int = 0
@export var lookSensitivity: float = 0.005
@export var health: float = 3
var syncTimer: int = 0
var hattified: bool = false
@export var paused: bool = false
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = 20
func _ready():
if not is_multiplayer_authority(): return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera.current = true
chickenModel.hideMesh()
nametag.hide()
set_collision_layer_value(2, false)
username = get_node("/root/World/CanvasLayer/MainMenu/MarginContainer/VBoxContainer/BaseMenu/Username:LineEdit").text
if username == "": username = "Chicken"
updateUsername()
hat = get_node("/root/World/CanvasLayer/MainMenu/MarginContainer/VBoxContainer/BaseMenu/HatSelection:OptionButton").selected
makeHat()
listener.make_current()
world.pausing.connect(pause)
camera.fov = world.settings["fov"]
lookSensitivity = world.settings["sensitivity"] / 10000
func updateUsername():
nametag.text = username
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
func _unhandled_input(event):
if not is_multiplayer_authority() or world.paused: return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * lookSensitivity)
camera.rotate_x(-event.relative.y * lookSensitivity)
camera.rotation.x = clamp(camera.rotation.x, -PI / 2, PI / 2)
if Input.get_connected_joypads().size() > 0:
var input_dir = Input.get_vector("lookLeft", "lookRight", "lookUp", "lookDown")
rotate_y(-input_dir.x * lookSensitivity * 5)
camera.rotate_x(-input_dir.y * lookSensitivity * 5)
camera.rotation.x = clamp(camera.rotation.x, -PI / 2, PI / 2)
if Input.is_action_just_pressed("shoot") and animations.current_animation != "shoot":
shoot.rpc()
if raycast.is_colliding():
var hit_player = raycast.get_collider()
hit_player.receiveDamage.rpc_id(hit_player.get_multiplayer_authority())
@rpc("call_local")
func shoot():
animations.stop()
animations.play("shoot")
gunshot.play()
flash.restart()
flash.emitting = true
func _physics_process(delta):
if not is_multiplayer_authority() or paused: return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("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("left", "right", "up", "down")
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)
if animations.current_animation != "shoot":
if input_dir != Vector2.ZERO and is_on_floor():
animations.play("move")
else:
animations.play("idle")
move_and_slide()
@rpc("any_peer")
func receiveDamage():
health -= 1
if health <= 0:
position = Vector3.ZERO
health = 3
healthChanged.emit(health)
func _on_animation_player_animation_finished(anim_name):
if anim_name == "shoot":
animations.play("idle")
func _on_multiplayer_synchronizer_synchronized():
if syncTimer > 5:
if !hattified:
makeHat()
hattified = true
else:
syncTimer += 1
func makeHat():
var hatPath: String = "res://Models/Hats/" + str(hat) + ".tscn"
if ResourceLoader.exists(hatPath):
var result = ResourceLoader.load(hatPath).instantiate()
add_child(result)
if is_multiplayer_authority():
result.hideMesh()
func _on_main_menu_pressed():
world.enet_peer.disconnect()
world.showMenu()
queue_free()
func pause():
paused = not paused