extends CharacterBody3D @onready var animated_mesh = $GobotSkin var in_battle: bool = false var enemy: MonsterData = null const SPEED = 5.0 const JUMP_VELOCITY = 4.5 func _ready() -> void: Utils.set_player(self) func on_save_game(saved_data : Array[SavedData]): var data = SavedData.new() data.position = global_position data.scene_path = scene_file_path saved_data.append(data) func on_before_load_game(): get_parent().remove_child(self) queue_free() func on_load_game(saved_data: SavedData): global_position = saved_data.position # Update the global reference to the player Utils.set_player(self) func _physics_process(delta: float) -> void: if in_battle == true: return animated_mesh.idle() # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta animated_mesh.fall() # Handle jump. if Input.is_action_just_pressed("ui_accept"): print("jump") animated_mesh.run() if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Camera rotation var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right") $CameraRoot.rotation.y += camera_input_dir.x # 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("ui_left", "ui_right", "ui_up", "ui_down") if input_dir.length() > 0 and is_on_floor(): animated_mesh.run() if input_dir.length() > 0 and not is_on_floor(): animated_mesh.fall() var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() # Rotate the direction with the camera, so that the cameras forward direction # is the joysticks and the players forward direction direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y) # Move character to the direction if direction.length() != 0: $GobotSkin.rotation.y = atan2(direction.x,direction.z) 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) move_and_slide() if velocity.length() < 0.05: animated_mesh.idle() # what happens when a battle starts? # the player is positioned (mostly somewhere else than the current position) # ui changes # music changes func start_battle(p_enemy: Node3D) -> void: enemy = p_enemy.data var camera: Camera3D = $CameraRoot/SpringArm3D/Camera3D # local z axis of the camera var local_z = camera.global_transform.basis.z var new_player_position = camera.global_transform.origin + local_z * 3 var monster_position = camera.global_transform.origin + local_z * 2 position = Vector3(new_player_position.x, position.y, new_player_position.z) in_battle = true velocity = Vector3.ZERO animated_mesh.idle() UI.show_battle_ui(true) UI.show_ingame_controls(false) # Spawn player monster var monster_data : MonsterData = SaveManager.current_save.party[0] var monster = Monster.new() monster.data = monster_data monster.idle = true print("%s (%s), Lv. %s, %s XP" % [monster.data.name, monster.data.nickname, monster.data.level, monster.data.xp]) monster.position = Vector3(monster_position.x, position.y + 1, monster_position.z) add_child(monster) camera.look_at(monster.position, Vector3.UP, false) # How to attack and finish the battle? await get_tree().create_timer(5.0).timeout print("Battle over") remove_child(monster) monster.queue_free() in_battle = false