monsterfangen/entities/player/player.gd
2024-09-26 20:07:44 +02:00

89 lines
2.5 KiB
GDScript

extends CharacterBody3D
@onready var animated_mesh = $GobotSkin
var in_battle: bool = false
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
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(enemy: Node3D, player_position: Vector3) -> void:
position = Vector3(player_position.x, position.y, player_position.z)
in_battle = true
velocity = Vector3.ZERO
animated_mesh.idle()
await get_tree().create_timer(2.0).timeout
print("timer over")
in_battle = false
func save() -> Dictionary:
var save_dict = {
"player_transform": {
"pos_x": global_position.x,
"pos_y": global_position.y,
"pos_z": global_position.z,
"rot_x": global_rotation.x,
"rot_y": global_rotation.y,
"rot_z": global_rotation.z
}
}
return save_dict