working on aiming

This commit is contained in:
Rowan 2025-05-03 04:39:10 -05:00
parent 20c15953af
commit c9cc6173f0
10 changed files with 446 additions and 248 deletions

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://b8xytvsmqsf55"] [gd_scene load_steps=4 format=3 uid="uid://b8xytvsmqsf55"]
[ext_resource type="Script" path="res://addons/dev_console/dev_console.ts" id="1_3ukun"] [ext_resource type="Script" path="res://addons/dev_console/dev_console.ts" id="1_3ukun"]
[ext_resource type="Theme" uid="uid://cj1yqavvbe331" path="res://addons/dev_console/monospace.tres" id="2_0wrae"] [ext_resource type="Theme" uid="uid://p5gitjrllq0a" path="res://addons/dev_console/monospace.tres" id="2_0wrae"]
[ext_resource type="Script" path="res://addons/dev_console/autocomplete_line.ts" id="2_fq41p"] [ext_resource type="Script" path="res://addons/dev_console/autocomplete_line.ts" id="2_fq41p"]
[node name="CanvasLayer" type="CanvasLayer"] [node name="CanvasLayer" type="CanvasLayer"]

View file

@ -1,4 +1,4 @@
[gd_resource type="Theme" load_steps=2 format=3 uid="uid://cj1yqavvbe331"] [gd_resource type="Theme" load_steps=2 format=3 uid="uid://p5gitjrllq0a"]
[sub_resource type="SystemFont" id="SystemFont_2h66v"] [sub_resource type="SystemFont" id="SystemFont_2h66v"]
font_names = PackedStringArray("Monospace") font_names = PackedStringArray("Monospace")

View file

@ -78,6 +78,26 @@ fire={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null) "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
] ]
} }
look_left={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
]
}
look_right={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
]
}
look_up={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
look_down={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
[layer_names] [layer_names]

View file

@ -74,6 +74,8 @@ mesh = SubResource("SphereMesh_bketi")
surface_material_override/0 = SubResource("StandardMaterial3D_odc30") surface_material_override/0 = SubResource("StandardMaterial3D_odc30")
[node name="Area3D" type="Area3D" parent="Node3D"] [node name="Area3D" type="Area3D" parent="Node3D"]
input_ray_pickable = false
monitoring = false
script = ExtResource("3_dt0nx") script = ExtResource("3_dt0nx")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/Area3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/Area3D"]

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=24 format=3 uid="uid://cersx8w4ps2sr"] [gd_scene load_steps=24 format=3 uid="uid://cersx8w4ps2sr"]
[ext_resource type="Script" path="res://src/player.ts" id="2_pdrhn"] [ext_resource type="Script" path="res://src/player.ts" id="2_pdrhn"]
[ext_resource type="PackedScene" uid="uid://b1vb3py5av0e3" path="res://scenes/player_mesh2.tscn" id="2_rje1f"] [ext_resource type="PackedScene" path="res://scenes/player_mesh2.tscn" id="2_rje1f"]
[ext_resource type="Script" path="res://src/player_animation.ts" id="3_26yay"] [ext_resource type="Script" path="res://src/player_animation.ts" id="3_26yay"]
[ext_resource type="Script" path="res://src/player_input.ts" id="3_x6527"] [ext_resource type="Script" path="res://src/player_input.ts" id="3_x6527"]
[ext_resource type="Script" path="res://src/interactor.ts" id="5_uk7c1"] [ext_resource type="Script" path="res://src/interactor.ts" id="5_uk7c1"]
@ -28,46 +28,44 @@ animation = &"Walking"
advance_mode = 2 advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_p6dv3"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_p6dv3"]
xfade_time = 0.25 xfade_time = 0.1
reset = false reset = false
switch_mode = 1
advance_mode = 2 advance_mode = 2
advance_expression = "velocity" advance_expression = "velocity"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_xh0w6"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_xh0w6"]
xfade_time = 0.25 xfade_time = 0.1
reset = false reset = false
switch_mode = 1 switch_mode = 1
advance_mode = 2 advance_mode = 2
advance_expression = "is_running()" advance_expression = "is_running()"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_vse2m"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_vse2m"]
xfade_time = 0.25 xfade_time = 0.1
reset = false reset = false
switch_mode = 1 switch_mode = 1
advance_mode = 2 advance_mode = 2
advance_expression = "not is_running()" advance_expression = "not is_running()"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_yh7m2"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_yh7m2"]
xfade_time = 0.25 xfade_time = 0.1
reset = false reset = false
switch_mode = 1
advance_mode = 2 advance_mode = 2
advance_expression = "not velocity" advance_expression = "not velocity"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_h1vpo"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_h1vpo"]
xfade_time = 0.3 xfade_time = 0.05
advance_mode = 2 advance_mode = 2
advance_expression = "is_aiming()" advance_expression = "is_aiming()"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wqng5"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wqng5"]
xfade_time = 0.3 xfade_time = 0.1
advance_mode = 2 advance_mode = 2
advance_expression = "not is_aiming()" advance_expression = "not is_aiming()"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n5lxw"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n5lxw"]
advance_mode = 2 advance_mode = 2
advance_expression = "is_shooting()" advance_expression = "is_firing()"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_3tstq"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_3tstq"]
switch_mode = 2 switch_mode = 2
@ -85,7 +83,7 @@ states/SlowRun/position = Vector2(572, 100)
states/Walking/node = SubResource("AnimationNodeAnimation_w5ck1") states/Walking/node = SubResource("AnimationNodeAnimation_w5ck1")
states/Walking/position = Vector2(434, 100) states/Walking/position = Vector2(434, 100)
transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_twhp3"), "Idle", "Walking", SubResource("AnimationNodeStateMachineTransition_p6dv3"), "Walking", "SlowRun", SubResource("AnimationNodeStateMachineTransition_xh0w6"), "SlowRun", "Walking", SubResource("AnimationNodeStateMachineTransition_vse2m"), "Walking", "Idle", SubResource("AnimationNodeStateMachineTransition_yh7m2"), "Idle", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_h1vpo"), "PistolIdle", "Idle", SubResource("AnimationNodeStateMachineTransition_wqng5"), "PistolIdle", "Shooting", SubResource("AnimationNodeStateMachineTransition_n5lxw"), "Shooting", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_3tstq")] transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_twhp3"), "Idle", "Walking", SubResource("AnimationNodeStateMachineTransition_p6dv3"), "Walking", "SlowRun", SubResource("AnimationNodeStateMachineTransition_xh0w6"), "SlowRun", "Walking", SubResource("AnimationNodeStateMachineTransition_vse2m"), "Walking", "Idle", SubResource("AnimationNodeStateMachineTransition_yh7m2"), "Idle", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_h1vpo"), "PistolIdle", "Idle", SubResource("AnimationNodeStateMachineTransition_wqng5"), "PistolIdle", "Shooting", SubResource("AnimationNodeStateMachineTransition_n5lxw"), "Shooting", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_3tstq")]
graph_offset = Vector2(155, -1) graph_offset = Vector2(-79, 53)
[sub_resource type="SphereShape3D" id="SphereShape3D_64co4"] [sub_resource type="SphereShape3D" id="SphereShape3D_64co4"]
@ -99,134 +97,134 @@ shape = SubResource("CapsuleShape3D_1kx10")
[node name="PlayerMesh" parent="." instance=ExtResource("2_rje1f")] [node name="PlayerMesh" parent="." instance=ExtResource("2_rje1f")]
[node name="Skeleton3D" parent="PlayerMesh/Scene/Armature" index="0"] [node name="Skeleton3D" parent="PlayerMesh/Scene/Armature" index="0"]
bones/0/position = Vector3(0.17945, 104.41, 0.110052) bones/0/position = Vector3(-0.00156784, 100.856, 1.24733)
bones/0/rotation = Quaternion(-0.0406521, -0.0416971, -0.0129259, 0.998219) bones/0/rotation = Quaternion(-0.0241959, -0.0266158, -0.087857, 0.995484)
bones/1/position = Vector3(5.96109e-08, -7.79423e-06, 8.06525e-07) bones/1/position = Vector3(-1.08778e-06, 8.00974e-08, -5.45755e-07)
bones/2/rotation = Quaternion(-0.0597369, 0.00111039, 0.00642272, 0.998193) bones/2/rotation = Quaternion(-0.109554, -0.0139843, 0.0897288, 0.989824)
bones/3/position = Vector3(-2.98023e-07, -1.34446e-05, 2.14577e-06) bones/3/position = Vector3(1.2666e-07, 1.38208e-06, 4.63426e-06)
bones/4/rotation = Quaternion(0.0409263, 0.00151155, 0.0114956, 0.999095) bones/4/rotation = Quaternion(0.018472, -0.00360436, 0.0223806, 0.999572)
bones/5/position = Vector3(1.63912e-07, 2.08151e-07, 3.01749e-07) bones/5/position = Vector3(-8.19564e-07, -1.46851e-05, 4.30644e-06)
bones/6/rotation = Quaternion(0.0537973, 0.00165954, 0.0114752, 0.998485) bones/6/rotation = Quaternion(0.0316743, -0.00504806, 0.0216011, 0.999252)
bones/7/position = Vector3(-5.96042e-07, -2.79844e-05, -6.33299e-07) bones/7/position = Vector3(3.57632e-07, -2.42144e-05, -3.53158e-06)
bones/8/rotation = Quaternion(0.561827, -0.587188, 0.4308, 0.392392) bones/8/rotation = Quaternion(0.580046, -0.492109, 0.548672, 0.346892)
bones/9/position = Vector3(1.63913e-06, -1.72853e-06, 2.13917e-05) bones/9/position = Vector3(1.93715e-07, -8.76188e-06, -1.82156e-05)
bones/10/position = Vector3(2.77566e-06, 10.8382, 6.21936e-05) bones/10/position = Vector3(-2.22259e-06, 10.8382, 6.657e-05)
bones/10/rotation = Quaternion(0.546062, -0.128743, -0.247847, 0.789819) bones/10/rotation = Quaternion(0.459096, -0.121495, -0.0810144, 0.876303)
bones/11/position = Vector3(-3.33721e-06, -2.59971e-05, -4.23144e-07) bones/11/position = Vector3(1.66958e-06, -2.30764e-05, 5.90135e-07)
bones/12/rotation = Quaternion(-1.44821e-07, 1.29284e-07, -0.269901, 0.962888) bones/12/rotation = Quaternion(8.73115e-08, -7.06018e-09, -0.24541, 0.96942)
bones/13/position = Vector3(4.32435e-07, 3.89919e-06, 7.05178e-07) bones/13/position = Vector3(7.10815e-06, 2.49848e-06, -3.67706e-07)
bones/14/position = Vector3(7.82341e-06, 28.3288, -1.32138e-06) bones/14/position = Vector3(1.00884e-05, 28.3289, 1.42043e-06)
bones/14/rotation = Quaternion(-0.111071, -0.0606597, 0.117823, 0.984937) bones/14/rotation = Quaternion(0.0143011, -0.137731, -0.00664099, 0.990344)
bones/15/position = Vector3(1.78986e-06, 7.87047e-06, 1.65885e-06) bones/15/position = Vector3(1.43223e-06, -9.47448e-06, -3.04991e-06)
bones/16/rotation = Quaternion(0.410799, 0.0410545, -0.0191872, 0.910599) bones/16/rotation = Quaternion(0.162122, 0.00019677, 0.0185594, 0.986596)
bones/17/position = Vector3(5.01544e-07, -6.299e-06, 3.963e-07) bones/17/position = Vector3(2.78027e-07, -1.63051e-05, 2.7709e-07)
bones/18/position = Vector3(-4.8526e-07, 3.60001, -4.86888e-05) bones/18/position = Vector3(-7.17311e-07, 3.6, -4.46059e-05)
bones/18/rotation = Quaternion(0.53131, 0.0228324, -0.106782, 0.840111) bones/18/rotation = Quaternion(0.156883, 1.49012e-08, 0.0191203, 0.987432)
bones/19/position = Vector3(3.32548e-07, -8.41357e-06, -2.27747e-05) bones/19/position = Vector3(-1.09796e-06, -1.6639e-05, -1.30592e-05)
bones/20/rotation = Quaternion(-4.9514e-08, 5.57123e-08, -1.76427e-07, 1) bones/20/rotation = Quaternion(0.222645, -1.765e-09, 0.0271343, 0.974522)
bones/21/position = Vector3(-1.54454e-06, -7.68341e-06, -8.74918e-06) bones/21/position = Vector3(-3.42208e-06, -3.57069e-06, -7.88492e-06)
bones/22/position = Vector3(-8.60441e-07, 2.11579, -1.07681e-05) bones/22/position = Vector3(-2.66578e-06, 2.11579, -6.80612e-06)
bones/23/position = Vector3(-2.92063e-06, 7.30623e-07, -3.37238e-06) bones/23/position = Vector3(1.99676e-06, 2.3176e-06, 1.13522e-06)
bones/24/position = Vector3(-2.72793e-05, 9.53252, 4.71968e-05) bones/24/position = Vector3(-2.81929e-05, 9.5325, 4.46934e-05)
bones/24/rotation = Quaternion(0.339952, 0.0300464, 0.0273285, 0.939565) bones/24/rotation = Quaternion(0.144465, 0.0016678, 0.00607341, 0.98949)
bones/25/position = Vector3(-9.73276e-07, 9.30667e-06, 1.7444e-05) bones/25/position = Vector3(-2.64221e-06, 1.33002e-05, 9.27813e-06)
bones/26/position = Vector3(-2.40773e-06, 3.70001, -1.51598e-05) bones/26/position = Vector3(-3.12982e-06, 3.70001, -1.88553e-05)
bones/26/rotation = Quaternion(0.430758, 0.165335, 0.0714135, 0.884314) bones/26/rotation = Quaternion(0.159018, -4.47035e-08, 0.0193803, 0.987086)
bones/27/position = Vector3(2.42792e-06, -5.07634e-06, -1.79432e-05) bones/27/position = Vector3(4.8121e-06, -1.06792e-05, -1.50226e-05)
bones/28/position = Vector3(5.23295e-07, 2.95001, -1.36814e-05) bones/28/position = Vector3(3.86115e-06, 2.95001, -1.38305e-05)
bones/28/rotation = Quaternion(3.76456e-09, -9.34081e-09, -3.22034e-08, 1) bones/28/rotation = Quaternion(0.274908, 0.0232031, 0.040264, 0.960347)
bones/31/position = Vector3(6.74278e-07, 1.0987e-05, -1.06914e-05) bones/31/position = Vector3(1.86637e-06, 5.9802e-06, -1.467e-05)
bones/32/rotation = Quaternion(0.367356, 0.012829, -0.0137641, 0.92989) bones/32/rotation = Quaternion(0.205882, 0.00125593, 0.0191031, 0.97839)
bones/33/position = Vector3(-2.16168e-06, -9.28698e-06, 1.61968e-05) bones/33/position = Vector3(-2.25109e-06, -9.16777e-06, 1.35742e-05)
bones/34/position = Vector3(-2.08148e-06, 3.37928, -2.75762e-06) bones/34/position = Vector3(-1.61634e-06, 3.37927, -2.16157e-06)
bones/34/rotation = Quaternion(0.435237, 0.0202325, -0.0616527, 0.897975) bones/34/rotation = Quaternion(0.124678, 3.72529e-09, 0.0151949, 0.992081)
bones/36/position = Vector3(5.32687e-06, 2.88968, 1.89373e-05) bones/36/position = Vector3(-1.34902e-06, 2.88968, 1.45266e-05)
bones/36/rotation = Quaternion(6.7077e-08, 6.14505e-08, -1.0756e-07, 1) bones/36/rotation = Quaternion(0.194697, 0.101037, 0.0444738, 0.974632)
bones/37/position = Vector3(1.10354e-06, -4.4019e-06, 1.37493e-05) bones/37/position = Vector3(7.45909e-07, -8.48482e-06, 1.51202e-05)
bones/38/position = Vector3(-1.83442e-06, 2.63883, -1.48906e-05) bones/38/position = Vector3(-7.0702e-07, 2.63882, -1.46823e-05)
bones/39/position = Vector3(-4.24683e-07, 1.03333e-05, -2.27057e-05) bones/39/position = Vector3(-4.24683e-07, -3.16713e-06, -1.23643e-05)
bones/40/position = Vector3(2.25983, 9.1083, 0.517871) bones/40/position = Vector3(2.25983, 9.10828, 0.517866)
bones/40/rotation = Quaternion(0.230758, 0.0232, 0.0553016, 0.971161) bones/40/rotation = Quaternion(0.209959, -0.00162836, 0.0331345, 0.977147)
bones/41/position = Vector3(-1.50283e-06, -3.18235e-06, 1.64979e-05) bones/41/position = Vector3(5.8333e-07, 6.3235e-07, 1.57826e-05)
bones/42/rotation = Quaternion(0.345931, -0.0275399, 0.00615904, 0.937835) bones/42/rotation = Quaternion(0.107792, -3.57104e-08, 0.0131371, 0.994087)
bones/43/position = Vector3(2.44329e-07, 8.88386e-06, -6.62667e-06) bones/43/position = Vector3(-1.30539e-06, 1.28774e-05, 4.90486e-08)
bones/44/rotation = Quaternion(7.46085e-09, -1.39777e-08, -2.75613e-08, 1) bones/44/rotation = Quaternion(0.184101, -6.2101e-09, 0.022437, 0.982651)
bones/45/position = Vector3(-4.96307e-07, 1.11183e-05, 2.6697e-06) bones/45/position = Vector3(-2.28086e-07, -1.45823e-06, -4.29744e-07)
bones/48/position = Vector3(2.68185, 2.4648, 1.57399) bones/48/position = Vector3(2.68185, 2.4648, 1.57399)
bones/48/rotation = Quaternion(0.253233, 0.0269746, -0.19885, 0.946364) bones/48/rotation = Quaternion(0.123863, 0.0615859, -0.157938, 0.977712)
bones/49/position = Vector3(-4.76836e-07, -4.29153e-06, 8.58607e-06) bones/49/position = Vector3(-3.57628e-06, -1.16825e-05, 6.73833e-06)
bones/50/position = Vector3(-5.36506e-06, 4.18898, 1.80082e-06) bones/50/position = Vector3(-7.17277e-06, 4.18897, 1.07578e-06)
bones/50/rotation = Quaternion(-0.0236439, 0.0331235, 0.0393129, 0.998398) bones/50/rotation = Quaternion(-0.065908, 0.0353134, 0.205088, 0.975883)
bones/52/position = Vector3(-8.58953e-06, 3.41627, -3.79061e-06) bones/52/position = Vector3(-8.77766e-06, 3.41628, -4.79003e-06)
bones/52/rotation = Quaternion(1.62159e-06, -0.000806941, 3.60843e-07, 1) bones/52/rotation = Quaternion(0.0198537, -0.00208779, -0.030255, 0.999343)
bones/53/position = Vector3(-7.33137e-06, 1.96993e-05, -3.36238e-06) bones/53/position = Vector3(-3.03984e-06, 2.01762e-05, -1.93187e-06)
bones/56/rotation = Quaternion(-0.168671, 0.00146631, -0.00322634, 0.985666) bones/56/rotation = Quaternion(0.0428424, 0.00373018, -0.0514745, 0.997748)
bones/57/position = Vector3(-1.48998e-08, -1.55101e-05, -2.81259e-07) bones/57/position = Vector3(1.19211e-07, -2.28947e-05, -3.36394e-06)
bones/58/rotation = Quaternion(0.116994, 0.0330545, -0.00432665, 0.992573) bones/58/rotation = Quaternion(-0.09518, -0.0152199, 0.00725781, 0.995317)
bones/59/position = Vector3(4.47016e-08, -3.2247e-05, -2.96597e-06) bones/59/position = Vector3(-1.0431e-07, -1.54506e-05, -1.49384e-06)
bones/61/rotation = Quaternion(0.506672, 0.632248, -0.512417, 0.28456) bones/61/rotation = Quaternion(0.579899, 0.493993, -0.538761, 0.359757)
bones/62/position = Vector3(-2.02656e-06, -3.57628e-07, -4.18441e-05) bones/62/position = Vector3(5.96046e-08, -6.10948e-07, -7.88433e-06)
bones/63/position = Vector3(7.15469e-08, 10.8377, 1.51746e-05) bones/63/position = Vector3(3.42725e-07, 10.8377, 3.26269e-05)
bones/63/rotation = Quaternion(0.502967, 0.244286, 0.329048, 0.76097) bones/63/rotation = Quaternion(0.575826, 0.0678332, 0.0593197, 0.812591)
bones/64/position = Vector3(3.60969e-06, 1.52503e-05, 4.33931e-06) bones/64/position = Vector3(2.4772e-06, 1.24322e-06, 3.17702e-06)
bones/65/position = Vector3(6.08624e-06, 27.8415, 3.61837e-05) bones/65/position = Vector3(7.81477e-06, 27.8415, 3.26074e-05)
bones/65/rotation = Quaternion(1.00117e-07, -9.33561e-08, 0.240972, 0.970532) bones/65/rotation = Quaternion(1.42027e-07, -1.46212e-07, 0.187139, 0.982333)
bones/66/position = Vector3(1.5152e-06, 5.09353e-07, 1.06806e-07) bones/66/position = Vector3(-3.25318e-06, -4.67625e-06, -1.50252e-06)
bones/67/rotation = Quaternion(-0.124955, -0.15428, -0.118697, 0.97288) bones/67/rotation = Quaternion(0.0628093, 0.167989, 0.0452412, 0.982745)
bones/68/position = Vector3(-1.47492e-06, 9.18099e-07, 8.22066e-07) bones/68/position = Vector3(7.47968e-08, -6.91227e-07, -2.51579e-06)
bones/69/rotation = Quaternion(0.223335, 0.00464231, 0.100994, 0.969485) bones/69/rotation = Quaternion(0.124703, -0.0703717, 0.120712, 0.982306)
bones/70/position = Vector3(3.93391e-06, -3.12924e-06, 1.2352e-05) bones/70/position = Vector3(1.18017e-05, 1.18017e-05, 1.03254e-05)
bones/71/position = Vector3(-7.3569e-06, 4.18708, 3.80831e-06) bones/71/position = Vector3(-7.12144e-07, 4.18709, 2.40078e-06)
bones/71/rotation = Quaternion(-0.017028, -0.0337403, -0.0322282, 0.998766) bones/71/rotation = Quaternion(-0.0114256, 0.00320561, -0.0964902, 0.995263)
bones/72/position = Vector3(5.96047e-08, -1.01924e-05, -1.82316e-05) bones/72/position = Vector3(5.48363e-06, -9.44734e-06, -1.48937e-05)
bones/73/position = Vector3(-7.20031e-06, 3.41838, -3.40019e-05) bones/73/position = Vector3(-6.19066e-06, 3.41839, -3.25305e-05)
bones/73/rotation = Quaternion(-2.43768e-06, 0.000745857, 5.4902e-07, 1) bones/73/rotation = Quaternion(-0.0574109, -0.0921314, -0.0335194, 0.993525)
bones/74/position = Vector3(-3.96371e-06, -8.34465e-06, 1.30411e-07) bones/74/position = Vector3(3.75509e-06, 1.69277e-05, 9.12723e-07)
bones/75/position = Vector3(-3.2532e-06, 2.58059, 3.56767e-06) bones/75/position = Vector3(2.59013e-06, 2.5806, 1.43079e-06)
bones/77/rotation = Quaternion(0.329022, -0.00440169, -0.0369186, 0.94359) bones/77/rotation = Quaternion(0.139461, -0.00192688, -0.00298727, 0.990221)
bones/78/position = Vector3(4.72453e-07, -1.04497e-06, 3.59342e-07) bones/78/position = Vector3(2.34035e-07, 6.61208e-07, -1.22018e-06)
bones/79/position = Vector3(-2.66038e-07, 3.7, 8.95903e-07) bones/79/position = Vector3(-2.66701e-07, 3.7, -4.303e-07)
bones/79/rotation = Quaternion(0.28229, 0.0283846, 0.000264906, 0.958909) bones/79/rotation = Quaternion(0.169768, -2.14204e-07, -0.0204877, 0.985271)
bones/80/position = Vector3(-1.96994e-06, 1.6327e-06, -1.63261e-05) bones/80/position = Vector3(-3.04282e-06, -2.24161e-06, -1.52532e-05)
bones/81/rotation = Quaternion(-3.65055e-07, -4.16772e-09, -6.83649e-08, 1) bones/81/rotation = Quaternion(0.225351, -3.97203e-07, -0.0271954, 0.973898)
bones/84/position = Vector3(-4.94532e-07, -1.87893e-05, 1.52819e-05) bones/84/position = Vector3(-1.56742e-06, -5.37828e-06, 1.60567e-05)
bones/85/rotation = Quaternion(0.331909, -0.019802, -0.0105555, 0.943044) bones/85/rotation = Quaternion(0.0880754, -0.000857467, -0.000835853, 0.996113)
bones/86/position = Vector3(-2.09158e-07, -2.31277e-06, -1.46174e-05) bones/86/position = Vector3(-2.09158e-07, 7.10476e-06, -1.37234e-05)
bones/87/rotation = Quaternion(0.403889, -0.00181236, 0.0290873, 0.914344) bones/87/rotation = Quaternion(0.177624, -2.45869e-07, -0.0214357, 0.983865)
bones/88/position = Vector3(2.26344e-07, -5.1729e-06, -4.39392e-06) bones/88/position = Vector3(-1.44259e-06, -2.81852e-06, -1.08586e-06)
bones/89/rotation = Quaternion(4.04652e-07, 8.72496e-12, 6.58802e-08, 1) bones/89/rotation = Quaternion(0.221521, -2.89766e-07, -0.0267331, 0.974789)
bones/90/position = Vector3(-2.41998e-07, -4.32138e-06, -4.24358e-06) bones/90/position = Vector3(-1.67251e-06, -5.69229e-06, 4.16067e-06)
bones/92/position = Vector3(3.67407e-07, 1.44696e-06, -5.79837e-06) bones/92/position = Vector3(-2.07638e-06, -8.50701e-06, 1.83102e-06)
bones/93/rotation = Quaternion(0.331827, -0.0487858, 0.034802, 0.941435) bones/93/rotation = Quaternion(0.146033, -0.000818407, -0.0120549, 0.989206)
bones/94/position = Vector3(1.83496e-07, -1.69704e-05, -3.62689e-06) bones/94/position = Vector3(-1.24702e-06, -4.42364e-06, 5.52884e-07)
bones/95/rotation = Quaternion(0.547972, -0.0207689, 0.058348, 0.834201) bones/95/rotation = Quaternion(0.172628, -2.70084e-07, -0.0208327, 0.984767)
bones/96/position = Vector3(-6.40724e-07, 1.08097e-06, 1.03508e-05) bones/96/position = Vector3(-2.19045e-06, -7.68091e-06, -2.55365e-06)
bones/97/position = Vector3(1.86266e-06, 2.95, 2.9305e-05) bones/97/position = Vector3(1.62425e-06, 2.95, 1.38972e-05)
bones/97/rotation = Quaternion(-1.44502e-15, 1.80445e-09, -3.60028e-08, 1) bones/97/rotation = Quaternion(0.262432, -4.03317e-07, -0.0316705, 0.964431)
bones/98/position = Vector3(7.57416e-07, -2.73586e-06, -1.18274e-06) bones/98/position = Vector3(-2.69965e-06, -1.43062e-07, 1.26105e-06)
bones/99/position = Vector3(-2.38102e-05, 2.64431, -7.72471e-06) bones/99/position = Vector3(-2.845e-05, 2.64431, 1.98053e-06)
bones/100/position = Vector3(-1.36858e-06, -8.86206e-06, 9.053e-06) bones/100/position = Vector3(6.57979e-07, -4.74934e-06, 1.44472e-05)
bones/101/position = Vector3(3.80626, 8.0778, 0.486895) bones/101/position = Vector3(3.80627, 8.07779, 0.486894)
bones/101/rotation = Quaternion(0.379958, -0.0550092, 0.0382487, 0.922574) bones/101/rotation = Quaternion(0.151669, 0.0047456, -0.0484545, 0.987232)
bones/102/position = Vector3(-1.08492e-06, 2.92186e-05, 1.50487e-05) bones/102/position = Vector3(-2.33662e-06, 1.08604e-05, 1.6658e-05)
bones/103/rotation = Quaternion(0.582059, -0.0103286, 0.0735094, 0.809751) bones/103/rotation = Quaternion(0.188861, 0.00662838, 0.0124932, 0.981902)
bones/104/position = Vector3(-1.73342e-06, -1.47918e-06, -2.0886e-05) bones/104/position = Vector3(1.84285e-06, 5.76279e-06, -1.71906e-05)
bones/105/rotation = Quaternion(-5.4723e-08, -3.14058e-09, 1.77999e-07, 1) bones/105/rotation = Quaternion(0.197459, -2.64662e-07, -0.0238293, 0.980021)
bones/106/position = Vector3(8.89177e-07, -7.90852e-06, 1.76198e-05) bones/106/position = Vector3(1.48522e-06, -3.60209e-06, 1.44012e-05)
bones/107/position = Vector3(2.5899e-06, 2.12554, 9.70504e-08) bones/107/position = Vector3(4.3816e-06, 2.12554, -2.07618e-05)
bones/108/position = Vector3(8.49366e-07, 5.665e-06, 3.62648e-06) bones/108/position = Vector3(-4.91738e-07, 8.79425e-06, -1.38031e-06)
bones/109/rotation = Quaternion(-0.036333, 0.0217706, 0.999101, 0.00199951) bones/109/rotation = Quaternion(-0.0738262, 0.049394, 0.991854, -0.0912968)
bones/110/position = Vector3(-1.3528e-06, 3.43757e-05, -4.54129e-08) bones/110/position = Vector3(-1.06222e-06, 3.19319e-05, -1.56533e-06)
bones/111/rotation = Quaternion(-0.143928, 0.000177422, 0.00374932, 0.989581) bones/111/rotation = Quaternion(-0.20816, 0.0478937, 0.00235816, 0.976919)
bones/112/position = Vector3(-4.23869e-07, 1.24792e-07, 6.58015e-07) bones/112/position = Vector3(2.91388e-07, 4.25241e-06, -2.20301e-06)
bones/113/rotation = Quaternion(0.495013, 0.131615, -0.0439782, 0.857732) bones/113/rotation = Quaternion(0.540309, -0.0295822, -0.00332286, 0.84094)
bones/115/rotation = Quaternion(0.335413, 0.00425432, -0.000217396, 0.942062) bones/115/rotation = Quaternion(0.340128, 3.45669e-05, 1.22083e-05, 0.940379)
bones/119/rotation = Quaternion(0.119179, 0.0314785, 0.992322, -0.0101509) bones/119/rotation = Quaternion(0.0578879, 0.138588, 0.982719, -0.10819)
bones/120/position = Vector3(8.86776e-07, -4.30776e-06, 1.57868e-06) bones/120/position = Vector3(-8.23132e-07, -4.34501e-06, -1.59527e-06)
bones/121/rotation = Quaternion(-0.0940526, 0.000144511, -0.0022175, 0.995565) bones/121/rotation = Quaternion(-0.32988, -0.0696334, 0.0128686, 0.941363)
bones/122/position = Vector3(-8.41099e-07, -1.2368e-06, 3.5533e-07) bones/122/position = Vector3(-6.62286e-07, 6.482e-06, 2.36121e-07)
bones/123/rotation = Quaternion(0.451014, 0.00101661, 0.0176655, 0.892342) bones/123/rotation = Quaternion(0.582159, -0.01921, -0.0181531, 0.812645)
bones/125/rotation = Quaternion(0.335216, 0.000625836, -1.98777e-05, 0.942141) bones/125/rotation = Quaternion(0.323963, 3.82889e-05, 1.40474e-05, 0.94607)
[node name="Input" type="Node3D" parent="."] [node name="Input" type="Node3D" parent="."]
script = ExtResource("3_x6527") script = ExtResource("3_x6527")
@ -241,6 +239,7 @@ script = ExtResource("3_26yay")
[node name="Interactor" type="Area3D" parent="."] [node name="Interactor" type="Area3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 1) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 1)
input_ray_pickable = false
script = ExtResource("5_uk7c1") script = ExtResource("5_uk7c1")
_root_node = NodePath("..") _root_node = NodePath("..")

View file

@ -1,4 +1,4 @@
import { int32, int64, PackedVector2Array, Vector2 } from 'godot' import { int32, int64 } from 'godot'
export class InputBufferError extends Error { export class InputBufferError extends Error {
constructor(message: string) { constructor(message: string) {
@ -14,18 +14,20 @@ export class InputBufferError extends Error {
} }
} }
export default class InputBuffer { export default class InputBuffer<T> {
readonly capacity: int32 readonly capacity: int32
private _buffer: PackedVector2Array private _buffer: T[]
private _head: int32 = 0 private _head: int32 = 0
private _tail: int32 = 0 private _tail: int32 = 0
private _size: int32 = 0 private _size: int32 = 0
constructor(capacity: int32) { constructor(capacity: int32, defaultValue?: T) {
this.capacity = capacity this.capacity = capacity
this._buffer = new PackedVector2Array() this._buffer = Array.from<T>({ length: capacity })
this._buffer.resize(capacity)
this._buffer.fill(Vector2.ZERO) if (defaultValue != null) {
this._buffer = this._buffer.fill(defaultValue)
}
} }
is_empty() { is_empty() {
@ -36,8 +38,8 @@ export default class InputBuffer {
return this._size === this.capacity return this._size === this.capacity
} }
push(value: Vector2) { push(value: T) {
this._buffer.set_indexed(this._head, value) this._buffer[this._head] = value
this._head = (this._head + 1) % this.capacity this._head = (this._head + 1) % this.capacity
if (this.is_full()) { if (this.is_full()) {
@ -47,14 +49,14 @@ export default class InputBuffer {
} }
} }
pop(): Vector2 { pop(): T {
if (this.is_empty()) { if (this.is_empty()) {
throw InputBufferError.empty() throw InputBufferError.empty()
} }
const value = this.tail() const value = this.tail()
this._tail = (this._tail + 1) % this.capacity this._tail = (this._tail + 1) % this.capacity
this._size += 1 this._size -= 1
return value return value
} }
@ -65,7 +67,7 @@ export default class InputBuffer {
const n = index < 0 ? this._head - index : this._tail + index const n = index < 0 ? this._head - index : this._tail + index
const idx = n % this.capacity const idx = n % this.capacity
return this._buffer.get_indexed(idx) return this._buffer[idx]
} }
size() { size() {
@ -73,11 +75,11 @@ export default class InputBuffer {
} }
head() { head() {
return this._buffer.get_indexed(this._head) return this._buffer[this._head]
} }
tail() { tail() {
return this._buffer.get_indexed(this._tail) return this._buffer[this._tail]
} }
slice(begin: int64, end?: int64) { slice(begin: int64, end?: int64) {

View file

@ -74,7 +74,6 @@ export default class Inventory extends Node {
} }
has(item: ItemData): boolean { has(item: ItemData): boolean {
console.log('checking for', item.name)
return this.items.has(item.name) return this.items.has(item.name)
} }
} }

View file

@ -1,15 +1,23 @@
import { Callable, CharacterBody3D, Color, float64, ProjectSettings, Variant, Vector2, Vector3 } from 'godot' import { Callable, Callable0, Callable1, Camera3D, CharacterBody3D, Color, float64, NodePath, ProjectSettings, Variant, Vector2, Vector3 } from 'godot'
import { export_, help, onready } from 'godot.annotations' import { export_, help, onready } from 'godot.annotations'
import PlayerInput from './player_input' import PlayerInput from './player_input'
import DebugDraw from './debug_draw' import DebugDraw from './debug_draw'
import Interactor from './interactor' import Interactor from './interactor'
import PlayerAnimation, { PlayerAnimationName } from './player_animation'
export default class Player extends CharacterBody3D { export default class Player extends CharacterBody3D {
gravity = ProjectSettings.get_setting('physics/3d/default_gravity') gravity = ProjectSettings.get_setting('physics/3d/default_gravity')
@export_(Variant.Type.TYPE_NODE_PATH)
camera!: NodePath
private _camera!: Camera3D
@onready("Input") @onready("Input")
player_input!: PlayerInput player_input!: PlayerInput
@onready("AnimationTree")
player_animation!: PlayerAnimation
@onready("Interactor") @onready("Interactor")
interactor!: Interactor interactor!: Interactor
@ -39,25 +47,74 @@ export default class Player extends CharacterBody3D {
} }
is_firing() { is_firing() {
return this.player_input.is_firing && this.is_aiming() return this._wants_to_fire
} }
private _can_act: boolean = true
private _wants_to_fire: boolean = false
private _try_interact_callable!: Callable0
private _queue_fire_callable!: Callable0
private _disable_action_callable!: Callable1<string>
private _enable_action_callable!: Callable1<string>
_ready(): void { _ready(): void {
this._camera = this.get_node(this.camera) as Camera3D
this._rotation_speed = this.turn_speed * 2 * Math.PI this._rotation_speed = this.turn_speed * 2 * Math.PI
this.player_input.interact.connect( this._try_interact_callable = Callable.create(
Callable.create(
this, this,
this.try_interact this._try_interact
) )
this._queue_fire_callable = Callable.create(
this,
this._queue_fire
) )
this.player_input.interact.connect(this._try_interact_callable)
this.player_input.fire.connect(this._queue_fire_callable)
this._disable_action_callable = Callable.create(
this,
this._disable_action
)
this._enable_action_callable = Callable.create(
this,
this._enable_action
)
this.player_animation.animation_started.connect(this._disable_action_callable)
this.player_animation.animation_finished.connect(this._enable_action_callable)
} }
try_interact() { private _disable_action(value: string) {
if (PlayerAnimationName.Fire === value) {
this._can_act = false
}
}
private _enable_action(value: string) {
if (PlayerAnimationName.Fire === value) {
this._can_act = true
}
}
private _try_interact() {
this.interactor.try_interact_nearest() this.interactor.try_interact_nearest()
} }
get_movement(input: Vector2): Vector3 { private async _queue_fire() {
if (this.is_aiming()) {
this._wants_to_fire = true
await this.get_tree().process_frame.as_promise()
this._wants_to_fire = false
}
}
private _get_movement(input: Vector2): Vector3 {
let speed = this.walk_speed let speed = this.walk_speed
if (this.is_running()) { if (this.is_running()) {
@ -72,15 +129,11 @@ export default class Player extends CharacterBody3D {
)) ))
} }
get_gravitational_force(delta: float64): float64 { private _get_gravitational_force(delta: float64): float64 {
return -this.gravity * delta return -this.gravity * delta
} }
is_kinda_equal(a: Vector2, b: Vector2, e: float64 = 0.1) { private _draw_movement(movement: Vector3) {
return a.distance_to(b) <= e
}
_draw_movement(movement: Vector3) {
DebugDraw.draw_line( DebugDraw.draw_line(
Vector3.ADD( Vector3.ADD(
Vector3.UP, Vector3.UP,
@ -94,7 +147,7 @@ export default class Player extends CharacterBody3D {
) )
} }
rotate_toward(direction: Vector3, _delta: float64) { private _rotate_toward(direction: Vector3, _delta: float64) {
if (!direction.is_zero_approx()) { if (!direction.is_zero_approx()) {
this.look_at( this.look_at(
Vector3.ADD(this.global_position, direction), Vector3.ADD(this.global_position, direction),
@ -104,33 +157,41 @@ export default class Player extends CharacterBody3D {
} }
} }
move_toward(movement: Vector3, delta: float64) { private _move_toward(movement: Vector3, delta: float64) {
this.velocity = new Vector3( this.velocity = new Vector3(
movement.x, movement.x,
this.velocity.y + this.get_gravitational_force(delta), this.velocity.y + this._get_gravitational_force(delta),
movement.z movement.z
) )
this.move_and_slide() this.move_and_slide()
} }
_aim_at_direction() { private _aim_at_direction() {
this._rotate_toward
} }
_physics_process(delta: float64): void { _physics_process(delta: float64): void {
this.player_input.process_queue()
if (!this._can_act) {
return
}
if (this.player_input.is_aiming) { if (this.player_input.is_aiming) {
this.velocity = Vector3.ZERO
this._aim_at_direction() this._aim_at_direction()
return return
} }
const input = this.player_input.movement_input const input = this.player_input.movement_input
const movement = this.get_movement(input) const movement = this._get_movement(input)
this._draw_movement(movement) this._draw_movement(movement)
this.rotate_toward(movement, delta) this._rotate_toward(movement, delta)
this.move_toward(movement, delta) this._move_toward(movement, delta)
} }
} }

View file

@ -3,16 +3,26 @@ import Player from './player'
import PlayerInput from './player_input' import PlayerInput from './player_input'
import { onready } from 'godot.annotations' import { onready } from 'godot.annotations'
export const PlayerAnimationName = Object.freeze({
Idle: 'Idle',
Walk: 'Walking',
Run: 'SlowRun',
Interact: 'Interact',
Aim: 'PistolIdle',
Fire: 'Shooting'
} as const)
export default class PlayerAnimation extends AnimationTree { export default class PlayerAnimation extends AnimationTree {
private static Interact = 'parameters/conditions/interact' //private static Interact = 'parameters/conditions/interact'
private static Movement = 'parameters/Movement/blend_position' private static Movement = 'parameters/Movement/blend_position'
@onready("../") @onready('../')
player!: Player player!: Player
@onready("../Input")
player_input!: PlayerInput
_process(delta: float64): void { @onready('../Input')
readonly player_input!: PlayerInput
_process(_delta: float64): void {
this.set(PlayerAnimation.Movement, this.player.velocity.length_squared()) this.set(PlayerAnimation.Movement, this.player.velocity.length_squared())
} }
} }

View file

@ -1,24 +1,61 @@
import { float64, Input, InputEvent, InputEventJoypadButton, InputEventJoypadMotion, InputEventKey, InputEventMouse, int32, Node3D, Signal0, Signal1, Variant, Vector2 } from 'godot' import { float64, Input, InputEvent, InputEventJoypadButton, InputEventJoypadMotion, InputEventKey, InputEventMouse, InputEventMouseMotion, int32, Node3D, Signal0, Signal1, Variant, Vector2 } from 'godot'
import { export_, signal } from 'godot.annotations' import { export_, signal } from 'godot.annotations'
import InputBuffer from './input_buffer' import InputBuffer from './input_buffer'
export const PlayerAction = { export const PlayerMovement = Object.freeze({
MoveLeft: 'move_left', MoveLeft: 'move_left',
MoveRight: 'move_right', MoveRight: 'move_right',
MoveUp: 'move_up', MoveUp: 'move_up',
MoveDown: 'move_down', MoveDown: 'move_down',
} as const)
export const PlayerLook = Object.freeze({
LookLeft: 'look_left',
LookRight: 'look_right',
LookUp: 'look_up',
LookDown: 'look_down',
} as const)
class LookDirection {
static Empty = new LookDirection(Vector2.ZERO, false)
readonly value: Vector2
readonly needs_projection: boolean
constructor(value: Vector2, needs_projection: boolean) {
this.value = value
this.needs_projection = needs_projection
}
}
export const PlayerAction = Object.freeze({
Run: 'run', Run: 'run',
Interact: 'interact', Interact: 'interact',
Aim: 'aim', Aim: 'aim',
Fire: 'fire' Fire: 'fire'
} as const } as const)
enum Device { export const Device = Object.freeze({
KeyboardMouse = 0, KeyboardMouse: 0,
Gamepad = 1 Gamepad: 1
} as const)
type PlayerActionType = typeof PlayerAction[keyof typeof PlayerAction]
class InputDesc {
readonly type: PlayerActionType
readonly value: boolean
constructor(type: PlayerActionType, value: boolean) {
this.type = type
this.value = value
}
} }
export default class PlayerInput extends Node3D { export default class PlayerInput extends Node3D {
@export_(Variant.Type.TYPE_INT)
private movement_buffer_size: int32 = 4
@export_(Variant.Type.TYPE_INT) @export_(Variant.Type.TYPE_INT)
private input_buffer_size: int32 = 8 private input_buffer_size: int32 = 8
@ -30,18 +67,18 @@ export default class PlayerInput extends Node3D {
private max_range: float64 = 1 private max_range: float64 = 1
private _max_range_sqr: float64 = 1 private _max_range_sqr: float64 = 1
private _last_known_device = Device.KeyboardMouse private _last_known_device: typeof Device[keyof typeof Device] = Device.KeyboardMouse
get last_known_device() { return this._last_known_device } get last_known_device() { return this._last_known_device }
private _input_buffer!: InputBuffer private _movement_buffer!: InputBuffer<Vector2>
get input_buffer() { get movement_buffer() {
return this._input_buffer return this._movement_buffer
} }
get movement_input() { get movement_input() {
const dir = this._input_buffer.head() const dir = this._movement_buffer.head()
if (dir.is_zero_approx()) { if (dir.is_zero_approx()) {
return Vector2.ZERO return Vector2.ZERO
} else { } else {
@ -57,49 +94,90 @@ export default class PlayerInput extends Node3D {
} }
} }
_running: boolean = false private _look_direction: LookDirection = LookDirection.Empty
get is_running() { get look_direction() {
return this._running return this._look_direction
} }
@signal() private _input_buffer!: InputBuffer<InputDesc>
readonly run!: Signal1<boolean>
_interacting: boolean = false get input_buffer() {
return this._input_buffer
get is_interacting() {
return this._interacting
} }
@signal()
readonly interact!: Signal0
_aiming: boolean = false
get is_aiming() {
return this._aiming
}
@signal()
readonly aim!: Signal1<boolean>
_firing: boolean = false
get is_firing() {
return this._firing
}
@signal()
readonly fire!: Signal1<boolean>
private _changed_since_last_frame = false private _changed_since_last_frame = false
get changed_since_last_frame() { get changed_since_last_frame() {
return this._changed_since_last_frame return this._changed_since_last_frame
} }
_sqr(n: number) { private _running: boolean = false
private _interacting: boolean = false
private _aiming: boolean = false
private _firing: boolean = false
get is_running() {
return this._running
}
private set is_running(value: boolean) {
if (value !== this._running) {
this._running = value
this.run.emit(value)
}
}
get is_interacting() {
return this._interacting
}
private set is_interacting(value) {
if (value !== this._interacting) {
this._interacting = value
if (value) {
this.interact.emit()
}
}
}
get is_aiming() {
return this._aiming
}
private set is_aiming(value) {
if (value !== this._aiming) {
this._aiming = value
this.aim.emit(value)
}
}
get is_firing() {
return this._firing
}
private set is_firing(value) {
if (value !== this._firing) {
this._firing = value
if (value) {
this.fire.emit()
}
}
}
@signal()
readonly run!: Signal1<boolean>
@signal()
readonly interact!: Signal0
@signal()
readonly aim!: Signal1<boolean>
@signal()
readonly fire!: Signal0
private _sqr(n: number) {
return n * n return n * n
} }
@ -107,49 +185,76 @@ export default class PlayerInput extends Node3D {
this._min_range_sqr = this._sqr(this.min_range) this._min_range_sqr = this._sqr(this.min_range)
this._max_range_sqr = this._sqr(this.max_range) this._max_range_sqr = this._sqr(this.max_range)
this._movement_buffer = new InputBuffer(this.movement_buffer_size, Vector2.ZERO)
this._input_buffer = new InputBuffer(this.input_buffer_size) this._input_buffer = new InputBuffer(this.input_buffer_size)
} }
_process(_delta: float64): void { _process(_delta: float64): void {
const next_movement = Input.get_vector(PlayerAction.MoveLeft, PlayerAction.MoveRight, PlayerAction.MoveUp, PlayerAction.MoveDown) const next_movement = Input.get_vector(
PlayerMovement.MoveLeft,
PlayerMovement.MoveRight,
PlayerMovement.MoveUp,
PlayerMovement.MoveDown
)
let dir = Vector2.ZERO
switch (this._last_known_device) {
case Device.Gamepad:
dir = Input.get_vector(
PlayerLook.LookLeft,
PlayerLook.LookRight,
PlayerLook.LookUp,
PlayerLook.LookDown
)
this._look_direction = new LookDirection(dir, false)
break
case Device.KeyboardMouse:
dir = this.get_viewport().get_mouse_position()
this._look_direction = new LookDirection(dir, true)
break
}
this._changed_since_last_frame = !next_movement.is_equal_approx(this.movement_input) this._changed_since_last_frame = !next_movement.is_equal_approx(this.movement_input)
this._input_buffer.push(next_movement) this._movement_buffer.push(next_movement)
} }
_input(event: InputEvent): void { _input(event: InputEvent): void {
if (event instanceof InputEventKey || event instanceof InputEventMouse) { if (event instanceof InputEventKey || event instanceof InputEventMouse || event instanceof InputEventMouseMotion) {
this._last_known_device = Device.KeyboardMouse this._last_known_device = Device.KeyboardMouse
} else if (event instanceof InputEventJoypadButton || event instanceof InputEventJoypadMotion) { } else if (event instanceof InputEventJoypadButton || event instanceof InputEventJoypadMotion) {
this._last_known_device = Device.Gamepad this._last_known_device = Device.Gamepad
} }
const running = event.is_action_pressed(PlayerAction.Run) for (const action of Object.values(PlayerAction)) {
if (running !== this._running) { if (event.is_action_released(action)) {
this._running = running this._input_buffer.push(new InputDesc(action, false))
this.run.emit(running)
} }
const interacting = event.is_action_pressed(PlayerAction.Interact) if (event.is_action_pressed(action)) {
this._input_buffer.push(new InputDesc(action, true))
if (interacting !== this._interacting) { }
this._interacting = interacting }
if (interacting) { }
this.interact.emit()
} process_queue() {
} while (!this.input_buffer.is_empty()) {
const input = this.input_buffer.pop()
const aiming = event.is_action_pressed(PlayerAction.Aim) switch (input.type) {
if (aiming !== this._aiming) { case PlayerAction.Run:
this._aiming = aiming this.is_running = input.value
this.aim.emit(aiming) break
} case PlayerAction.Interact:
this.is_interacting = input.value
const firing = event.is_action_pressed(PlayerAction.Fire) break
if (firing !== this._firing) { case PlayerAction.Aim:
this._firing = firing this.is_aiming = input.value
this.fire.emit(firing) break
case PlayerAction.Fire:
this.is_firing = input.value
break
}
} }
} }
} }