road-rage-tank/player.gd

135 lines
3.3 KiB
GDScript

class_name Player
extends CharacterBody3D
enum State {
NORMAL,
DASHING,
LOCKED,
}
const MOVE_SPEED := 5.
const DASH_SPEED := 25.
static var instance: Player
@export var shake_noise: FastNoiseLite
var shake_duration := 0.
@onready var camera_transform: Transform3D = %Camera3D.transform
var damage_clock := 0.
var aim_angle: float
var health := 3:
set(v):
health = v
if is_node_ready():
%HealthLabel.text = "Health: %d" % v
var state := State.NORMAL
var dash_direction: Vector2
var stamina := 1.0
func _init() -> void:
instance = self
func _ready() -> void:
health = health
func _process_stamina(delta: float) -> void:
stamina = move_toward(stamina, 1., delta * 0.2)
%StaminaBar.value = stamina
func _process_movement() -> void:
var input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
input.normalized()
velocity = Vector3(input.x, 0., input.y) * MOVE_SPEED
move_and_slide()
if Input.is_action_just_pressed("dash") and stamina >= 1.:
stamina = 0.
dash_direction = input
state = State.DASHING
await get_tree().create_timer(.25, false).timeout
state = State.LOCKED
await get_tree().create_timer(.5, false).timeout
state = State.NORMAL
func _process_dash() -> void:
velocity = Vector3(dash_direction.x, 0., dash_direction.y) * DASH_SPEED
move_and_slide()
func _process_aim() -> void:
var viewport_mouse_pos := get_viewport().get_mouse_position()
var r_origin: Vector3 = %Camera3D.project_ray_origin(viewport_mouse_pos)
var r_dir: Vector3 = %Camera3D.project_ray_normal(viewport_mouse_pos)
# y = mx + b
# 0 = mx + b
# -b / m = x
var t := -r_origin.y / r_dir.y
var world_mouse_pos = r_origin + r_dir * t
var to_mouse_pos = world_mouse_pos - global_position
var angle = Vector2(to_mouse_pos.x, -to_mouse_pos.z).angle()
%Cannon.rotation.y = angle
aim_angle = angle
%Reticle.position = to_mouse_pos
var fire_clock := 0.
func _process_shoot(delta: float) -> void:
var clock_mul := 1.
match state:
State.DASHING: clock_mul = 2.5
State.LOCKED: clock_mul = 2.5
fire_clock -= delta * clock_mul
if Input.is_action_pressed("fire") and fire_clock <= 0.:
var dir := Vector3.RIGHT.rotated(Vector3.UP, aim_angle)
var player_projectile: PlayerProjectile = preload("player_projectile.tscn").instantiate()
player_projectile.init(dir)
player_projectile.global_position = global_position + Vector3.UP * 0.5
add_sibling(player_projectile)
fire_clock = 60. / 125.
func _process_cam_shake(delta: float) -> void:
shake_duration -= delta
%Camera3D.transform = camera_transform
if shake_duration <= 0:
return
var x := shake_noise.get_noise_1d(shake_duration * 10000)
var y := shake_noise.get_noise_1d(-shake_duration * 10000)
var v := \
camera_transform.basis.x * x + \
camera_transform.basis.y * y
print("v = ", v)
%Camera3D.position += v * .5
func _process(delta: float) -> void:
match state:
State.NORMAL: _process_movement()
State.DASHING: _process_dash()
State.LOCKED: pass
_process_aim()
_process_shoot(delta)
_process_cam_shake(delta)
_process_stamina(delta)
damage_clock -= delta
func damage(damager: Node3D) -> void:
if state == State.DASHING:
damager.queue_free()
else:
if damage_clock <= 0.:
health -= 1
damage_clock = 3
shake_duration = .25
if health == 0:
get_tree().reload_current_scene()