100 lines
2.8 KiB
GDScript
100 lines
2.8 KiB
GDScript
extends CharacterBody3D
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@onready var animated_mesh = $GobotSkin
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var in_battle: bool = false
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func on_save_game(saved_data : Array[SavedData]):
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var data = SavedData.new()
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data.position = global_position
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data.scene_path = scene_file_path
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saved_data.append(data)
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func on_before_load_game():
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get_parent().remove_child(self)
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queue_free()
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func on_load_game(saved_data: SavedData):
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global_position = saved_data.position
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func _physics_process(delta: float) -> void:
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if in_battle == true:
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return
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animated_mesh.idle()
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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animated_mesh.fall()
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept"):
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print("jump")
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animated_mesh.run()
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Camera rotation
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var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
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$CameraRoot.rotation.y += camera_input_dir.x
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# Get the input direction and handle the movement / deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if input_dir.length() > 0 and is_on_floor():
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animated_mesh.run()
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if input_dir.length() > 0 and not is_on_floor():
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animated_mesh.fall()
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Rotate the direction with the camera, so that the cameras forward direction
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# is the joysticks and the players forward direction
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direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
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# Move character to the direction
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if direction.length() != 0:
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$GobotSkin.rotation.y = atan2(direction.x,direction.z)
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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if velocity.length() < 0.05:
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animated_mesh.idle()
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# what happens when a battle starts?
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# the player is positioned (mostly somewhere else than the current position)
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# ui changes
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# music changes
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func start_battle(enemy: Node3D, player_position: Vector3) -> void:
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position = Vector3(player_position.x, position.y, player_position.z)
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in_battle = true
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velocity = Vector3.ZERO
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animated_mesh.idle()
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await get_tree().create_timer(2.0).timeout
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print("timer over")
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in_battle = false
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func save() -> Dictionary:
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var save_dict = {
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"player_transform": {
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"pos_x": global_position.x,
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"pos_y": global_position.y,
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"pos_z": global_position.z,
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"rot_x": global_rotation.x,
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"rot_y": global_rotation.y,
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"rot_z": global_rotation.z
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}
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}
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return save_dict
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