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