class_name Player extends CharacterBody3D @export var player_id := 1 @export var gravity_vector := Vector3(0, -15, 0) @export var move_speed := 8.0 @export var accel := 50.0 @export var friction := 16.0 @export var jump_speed := 8.0 @export var air_control := 0.65 @export var coyote := 0.1 @export var buffer := 0.1 var ct := 0.0 var bt := 0.0 ## Player-vs-player stacking. A rider standing on us would otherwise block our ## own move_and_slide (its collider reads as a slanted wall), so while carried we ## drop the players layer from our mask — the rider keeps colliding with us, the ## test is one-way. Carrying the rider along is CharacterBody3D's own ## moving-platform handling; adding it again here just launches them off. const PLAYERS_LAYER := 2 const CARRIED_LINGER := 0.1 var carried_t := 0.0 ## Cleared when the run ends. Physics keeps running — the player still falls, ## slides to a stop and gets dragged by whatever is left of the rope — only ## input is ignored. var controls_enabled := true : set = set_controls_enabled const BLUE_TEXTURE_DIR := "res://assets/Chara_blue/" # Drops the buffered jump on the way out, so a press from the frame before the # controls were cut does not still fire afterwards. func set_controls_enabled(value : bool) -> void: controls_enabled = value if not value: bt = 0.0 func _ready(): add_to_group("players") if player_id == 1: _apply_blue_skin(self) # The character mesh ships with the red base-color maps baked into its # materials. Player 1 reuses the same mesh with the blue maps swapped in: # every other map (normal/roughness/metallic/height) is shared between the # two colour variants, so only albedo needs overriding. func _apply_blue_skin(node: Node) -> void: for child in node.get_children(): _apply_blue_skin(child) var mi := node as MeshInstance3D if mi == null or mi.mesh == null: return for i in mi.mesh.get_surface_count(): var mat := mi.get_active_material(i) as BaseMaterial3D if mat == null or mat.albedo_texture == null: continue var blue_path := BLUE_TEXTURE_DIR + mat.albedo_texture.resource_path.get_file() if not ResourceLoader.exists(blue_path): continue var blue_mat := mat.duplicate() as BaseMaterial3D blue_mat.albedo_texture = load(blue_path) mi.set_surface_override_material(i, blue_mat) func _physics_process(d): var up = Vector3.UP if gravity_vector.length_squared() < 0.0001 else -gravity_vector.normalized() up_direction = up velocity += gravity_vector * d ct = coyote if is_on_floor() else max(ct - d, 0.0) bt = max(bt - d, 0.0) if controls_enabled and Input.is_action_just_pressed("p%d_jump" % player_id): bt = buffer var ix = Input.get_axis("p%d_left" % player_id, "p%d_right" % player_id) if controls_enabled else 0.0 var a = accel if is_on_floor() else accel * air_control if abs(ix) > 0.01: velocity.x = move_toward(velocity.x, ix * move_speed, a * d) else: velocity.x = move_toward(velocity.x, 0.0, friction * d) if bt > 0.0 and ct > 0.0: velocity = velocity.slide(up) + up * jump_speed bt = 0.0 ct = 0.0 carried_t = max(carried_t - d, 0.0) set_collision_mask_value(PLAYERS_LAYER, carried_t <= 0.0) # plane lock: 2D platformer physics in a 3D scene. Sliding along an angled # collision normal can otherwise walk the player off the Z=0 plane. velocity.z = 0.0 move_and_slide() # Riding is handled by CharacterBody3D's own moving-platform support, so the # only thing to do here is tell whoever we landed on that it is carrying us. for i in get_slide_collision_count(): var col := get_slide_collision(i) if col.get_normal().dot(up) < 0.7: continue var below := col.get_collider() as Player if below != null: below.carried_t = CARRIED_LINGER global_position.z = 0.0