generated from Persson-dev/Godot-Xmake
third persson prototype
This commit is contained in:
BIN
godot/Assets/Animations/Air.fbx
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godot/Assets/Animations/Air.fbx
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godot/Assets/Animations/Idle.fbx
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godot/Assets/Animations/Idle.fbx
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godot/Assets/Animations/Run.fbx
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godot/Assets/Animations/Run.fbx
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godot/Assets/Animations/T-Pose.fbx
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godot/Assets/Animations/T-Pose.fbx
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godot/Assets/Animations/Walk.fbx
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godot/Assets/Animations/Walk.fbx
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godot/Assets/Models/Characters/Player.gltf
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godot/Assets/Models/Characters/Player.gltf
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godot/Assets/Textures/Black.png
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godot/Assets/Textures/Black.png
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godot/Assets/Textures/Green.png
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godot/Assets/Textures/Green.png
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godot/Assets/Textures/Orange.png
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godot/Assets/Textures/Orange.png
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godot/Assets/Textures/Purple.png
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godot/Assets/Textures/Purple.png
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godot/Assets/Textures/Red.png
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godot/Assets/Textures/Red.png
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godot/Assets/Textures/Sky.png
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godot/Assets/Textures/Sky.png
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godot/Assets/Textures/White.png
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godot/Assets/Textures/White.png
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godot/Scenes/Characters/player.tscn
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godot/Scenes/Characters/player.tscn
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92
godot/Scenes/Levels/prototype.tscn
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92
godot/Scenes/Levels/prototype.tscn
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@@ -0,0 +1,92 @@
|
||||
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"]
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||||
|
||||
[ext_resource type="Texture2D" uid="uid://b8q44ipg8a3cq" path="res://Assets/Textures/Black.png" id="1_hwes2"]
|
||||
[ext_resource type="Texture2D" uid="uid://doyodkg1ds7td" path="res://Assets/Textures/Sky.png" id="1_rrvcb"]
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||||
[ext_resource type="Texture2D" uid="uid://gwt4mrbmdv01" path="res://Assets/Textures/Orange.png" id="2_087ax"]
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[ext_resource type="Texture2D" uid="uid://dkpqh8de7tb3n" path="res://Assets/Textures/Green.png" id="3_qkav0"]
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[ext_resource type="PackedScene" uid="uid://cxmldotp7n010" path="res://Scenes/Characters/player.tscn" id="5_2382e"]
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||||
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||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
|
||||
panorama = ExtResource("1_rrvcb")
|
||||
|
||||
[sub_resource type="Sky" id="Sky_5ngqa"]
|
||||
sky_material = SubResource("PanoramaSkyMaterial_6c4vd")
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||||
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||||
[sub_resource type="Environment" id="Environment_ctwiv"]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_5ngqa")
|
||||
tonemap_mode = 2
|
||||
glow_enabled = true
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
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albedo_texture = ExtResource("1_hwes2")
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uv1_triplanar = true
|
||||
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||||
[sub_resource type="PlaneMesh" id="PlaneMesh_mmup0"]
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material = SubResource("StandardMaterial3D_ajchh")
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jkvud"]
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albedo_texture = ExtResource("2_087ax")
|
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uv1_triplanar = true
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||||
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[sub_resource type="BoxMesh" id="BoxMesh_plpqy"]
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material = SubResource("StandardMaterial3D_jkvud")
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pfpgv"]
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|
||||
|
||||
[node name="Prototype" type="Node3D"]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_ctwiv")
|
||||
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||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
|
||||
transform = Transform3D(-0.866026, -0.433013, 0.249999, 0.5, -0.75, 0.433012, -1.3411e-07, 0.499999, 0.866026, 0, 0, 0)
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="Floor" type="MeshInstance3D" parent="."]
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||||
mesh = SubResource("PlaneMesh_mmup0")
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||||
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[node name="StaticBody3D" type="StaticBody3D" parent="Floor"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_26ptr")
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||||
[node name="Wall" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -3)
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||||
mesh = SubResource("BoxMesh_plpqy")
|
||||
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||||
[node name="StaticBody3D" type="StaticBody3D" parent="Wall"]
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||||
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||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Wall/StaticBody3D"]
|
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shape = SubResource("ConcavePolygonShape3D_v7prx")
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||||
[node name="Slope" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 1, 4)
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mesh = SubResource("PrismMesh_0l7qq")
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surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
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[node name="StaticBody3D" type="StaticBody3D" parent="Slope"]
|
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|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"]
|
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shape = SubResource("ConcavePolygonShape3D_rit6o")
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource("5_2382e")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0130468, 0)
|
||||
velocity = Vector3(0, 0, 0)
|
||||
63
godot/Scripts/Characters/Player.gd
Normal file
63
godot/Scripts/Characters/Player.gd
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@@ -0,0 +1,63 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const LERP_VALUE : float = 0.15
|
||||
|
||||
var snap_vector : Vector3 = Vector3.DOWN
|
||||
var speed : float
|
||||
|
||||
@export_group("Movement variables")
|
||||
@export var walk_speed : float = 2.0
|
||||
@export var run_speed : float = 5.0
|
||||
@export var jump_strength : float = 15.0
|
||||
@export var gravity : float = 50.0
|
||||
|
||||
const ANIMATION_BLEND : float = 7.0
|
||||
|
||||
@onready var player_mesh : Node3D = $Mesh
|
||||
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
|
||||
@onready var animator : AnimationTree = $AnimationTree
|
||||
|
||||
func _physics_process(delta):
|
||||
var move_direction : Vector3 = Vector3.ZERO
|
||||
move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
||||
move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
|
||||
move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
|
||||
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
if Input.is_action_pressed("run"):
|
||||
speed = run_speed
|
||||
else:
|
||||
speed = walk_speed
|
||||
|
||||
velocity.x = move_direction.x * speed
|
||||
velocity.z = move_direction.z * speed
|
||||
|
||||
if move_direction:
|
||||
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
|
||||
|
||||
var just_landed := is_on_floor() and snap_vector == Vector3.ZERO
|
||||
var is_jumping := is_on_floor() and Input.is_action_just_pressed("jump")
|
||||
if is_jumping:
|
||||
velocity.y = jump_strength
|
||||
snap_vector = Vector3.ZERO
|
||||
elif just_landed:
|
||||
snap_vector = Vector3.DOWN
|
||||
|
||||
apply_floor_snap()
|
||||
move_and_slide()
|
||||
animate(delta)
|
||||
|
||||
func animate(delta):
|
||||
if is_on_floor():
|
||||
animator.set("parameters/ground_air_transition/transition_request", "grounded")
|
||||
|
||||
if velocity.length() > 0:
|
||||
if speed == run_speed:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 1.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 0.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), -1.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/ground_air_transition/transition_request", "air")
|
||||
30
godot/Scripts/Characters/SpringArmPivot.gd
Normal file
30
godot/Scripts/Characters/SpringArmPivot.gd
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@@ -0,0 +1,30 @@
|
||||
extends Node3D
|
||||
|
||||
@export_group("FOV")
|
||||
@export var change_fov_on_run : bool
|
||||
@export var normal_fov : float = 75.0
|
||||
@export var run_fov : float = 90.0
|
||||
|
||||
const CAMERA_BLEND : float = 0.05
|
||||
|
||||
@onready var spring_arm : SpringArm3D = $SpringArm3D
|
||||
@onready var camera : Camera3D = $SpringArm3D/Camera3D
|
||||
|
||||
func _ready():
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
|
||||
func _unhandled_input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
rotate_y(-event.relative.x * 0.005)
|
||||
spring_arm.rotate_x(-event.relative.y * 0.005)
|
||||
spring_arm.rotation.x = clamp(spring_arm.rotation.x, -PI/4, PI/4)
|
||||
|
||||
func _physics_process(_delta):
|
||||
if change_fov_on_run:
|
||||
if owner.is_on_floor():
|
||||
if Input.is_action_pressed("run"):
|
||||
camera.fov = lerp(camera.fov, run_fov, CAMERA_BLEND)
|
||||
else:
|
||||
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
|
||||
else:
|
||||
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
|
||||
@@ -1 +1 @@
|
||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z" fill="#478cbf"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
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||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 813 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H447l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c3 34 55 34 58 0v-86c-3-34-55-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
|
||||
|
||||
|
Before Width: | Height: | Size: 949 B After Width: | Height: | Size: 950 B |
@@ -1,10 +0,0 @@
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||||
[gd_scene load_steps=2 format=3 uid="uid://uiwigxsdnci1"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cuend5rtkhbnp" path="res://icon.svg" id="1_q81dj"]
|
||||
|
||||
[node name="Node2D" type="Node2D"]
|
||||
|
||||
[node name="GDExample" type="GDExample" parent="."]
|
||||
position = Vector2(5.20978, 6.34048)
|
||||
texture = ExtResource("1_q81dj")
|
||||
centered = false
|
||||
@@ -11,6 +11,40 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="Blitz3"
|
||||
run/main_scene="res://main.tscn"
|
||||
config/tags=PackedStringArray("templates")
|
||||
run/main_scene="res://Scenes/Levels/prototype.tscn"
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[input]
|
||||
|
||||
move_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_forwards={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_backwards={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
run={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
jump={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
111
src/Player.cpp
Normal file
111
src/Player.cpp
Normal file
@@ -0,0 +1,111 @@
|
||||
#include "Player.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_map.hpp>
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
static const float WalkSpeed = 2.0;
|
||||
static const float RunSpeed = 5.0;
|
||||
static const float JumpStrength = 15.0;
|
||||
static const float Gravity = 50.0;
|
||||
|
||||
static const float LerpValue = 0.15;
|
||||
static const float AnimationBlend = 7.0;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void Player::_bind_methods() {}
|
||||
|
||||
Player::Player() {}
|
||||
Player::~Player() {}
|
||||
|
||||
void Player::_ready() {
|
||||
godot::InputMap::get_singleton()->load_from_project_settings();
|
||||
m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
|
||||
m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
|
||||
m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
|
||||
DEV_ASSERT(m_PlayerMesh);
|
||||
DEV_ASSERT(m_SpringArmPivot);
|
||||
DEV_ASSERT(m_AnimationTree);
|
||||
|
||||
apply_floor_snap();
|
||||
animate(0);
|
||||
}
|
||||
|
||||
void Player::_physics_process(float delta) {
|
||||
if (godot::Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
|
||||
|
||||
auto* Input = godot::Input::get_singleton();
|
||||
godot::Vector3 move_direction{0, 0, 0};
|
||||
move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
|
||||
move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
|
||||
move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
|
||||
|
||||
godot::Vector3 newVelocity = get_velocity();
|
||||
newVelocity.y -= Gravity * delta;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
|
||||
|
||||
if (Input->is_action_pressed("run"))
|
||||
m_Speed = RunSpeed;
|
||||
else
|
||||
m_Speed = WalkSpeed;
|
||||
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.x = move_direction.x * m_Speed;
|
||||
newVelocity.z = move_direction.z * m_Speed;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
if (move_direction != godot::Vector3{0, 0, 0}) {
|
||||
godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
|
||||
newRotation.y = godot::UtilityFunctions::lerp_angle(
|
||||
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
|
||||
m_PlayerMesh->set_rotation(newRotation);
|
||||
}
|
||||
|
||||
bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
|
||||
bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
|
||||
|
||||
if (isJumping) {
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.y = JumpStrength;
|
||||
set_velocity(newVelocity);
|
||||
m_SnapVector.zero();
|
||||
} else if (justLanded) {
|
||||
m_SnapVector = {0, -1, 0};
|
||||
}
|
||||
|
||||
apply_floor_snap();
|
||||
move_and_slide();
|
||||
animate(delta);
|
||||
}
|
||||
|
||||
void Player::animate(float delta) {
|
||||
if (is_on_floor()) {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
|
||||
|
||||
if (get_velocity().length() > 0) {
|
||||
if (m_Speed == RunSpeed) {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
|
||||
}
|
||||
}
|
||||
} // namespace blitz
|
||||
37
src/Player.h
Normal file
37
src/Player.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/animation_tree.hpp>
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class Player : public godot::CharacterBody3D {
|
||||
|
||||
GDCLASS(Player, godot::CharacterBody3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Player();
|
||||
~Player();
|
||||
|
||||
void _ready();
|
||||
void _physics_process(float delta);
|
||||
void animate(float delta);
|
||||
|
||||
private:
|
||||
godot::Node3D* m_PlayerMesh;
|
||||
godot::Node3D* m_SpringArmPivot;
|
||||
godot::AnimationTree* m_AnimationTree;
|
||||
|
||||
godot::Vector3 m_SnapVector;
|
||||
float m_Speed;
|
||||
/*
|
||||
@onready var player_mesh : Node3D = $Mesh
|
||||
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
|
||||
@onready var animator : AnimationTree = $AnimationTree
|
||||
|
||||
*/
|
||||
};
|
||||
} // namespace blitz
|
||||
65
src/SpringArmPivot.cpp
Normal file
65
src/SpringArmPivot.cpp
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "SpringArmPivot.h"
|
||||
|
||||
#include "Player.h"
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/classes/spring_arm3d.hpp>
|
||||
#include <godot_cpp/core/error_macros.hpp>
|
||||
#include <godot_cpp/core/math.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
static const float NormalFov = 75.0;
|
||||
static const float RunFov = 90.0;
|
||||
static const float CameraBlend = 0.05;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void SpringArmPivot::_bind_methods() {
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("get_dynfov"), &SpringArmPivot::IsFovDynamic);
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("set_dynfov", "dynamic_fov"), &SpringArmPivot::SetDynamicFov);
|
||||
ADD_PROPERTY(godot::PropertyInfo(godot::Variant::BOOL, "dynamic_fov"), "set_dynfov", "get_dynfov");
|
||||
}
|
||||
|
||||
SpringArmPivot::SpringArmPivot() {}
|
||||
|
||||
SpringArmPivot::~SpringArmPivot() {}
|
||||
|
||||
void SpringArmPivot::_ready() {
|
||||
m_SpringArm = Object::cast_to<godot::SpringArm3D>(get_child(0));
|
||||
m_Camera = Object::cast_to<godot::Camera3D>(m_SpringArm->get_child(0));
|
||||
DEV_ASSERT(m_SpringArm);
|
||||
DEV_ASSERT(m_Camera);
|
||||
if (!godot::Engine::get_singleton()->is_editor_hint()) {
|
||||
godot::Input::get_singleton()->set_mouse_mode(godot::Input::MOUSE_MODE_CAPTURED);
|
||||
}
|
||||
}
|
||||
|
||||
void SpringArmPivot::_unhandled_input(const godot::Ref<godot::InputEvent>& p_event) {
|
||||
auto* event = Object::cast_to<godot::InputEventMouseMotion>(p_event.ptr());
|
||||
if (event) {
|
||||
rotate_y(-event->get_relative().x * 0.005);
|
||||
m_SpringArm->rotate_x(-event->get_relative().y * 0.005);
|
||||
|
||||
godot::Vector3 rotationClamped = m_SpringArm->get_rotation();
|
||||
rotationClamped.x = godot::UtilityFunctions::clamp(rotationClamped.x, -Math_PI / 4, Math_PI / 4);
|
||||
m_SpringArm->set_rotation(rotationClamped);
|
||||
}
|
||||
}
|
||||
|
||||
void SpringArmPivot::_physics_process(float delta) {
|
||||
if (m_DynamicFOV) {
|
||||
auto* parent = Object::cast_to<Player>(get_owner());
|
||||
if (parent->is_on_floor()) {
|
||||
if (godot::Input::get_singleton()->is_action_pressed("run")) {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), RunFov, CameraBlend));
|
||||
} else {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
|
||||
}
|
||||
} else {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
38
src/SpringArmPivot.h
Normal file
38
src/SpringArmPivot.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/input_event.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include <godot_cpp/classes/spring_arm3d.hpp>
|
||||
#include <godot_cpp/classes/camera3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class SpringArmPivot : public godot::Node3D {
|
||||
|
||||
GDCLASS(SpringArmPivot, godot::Node3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
SpringArmPivot();
|
||||
~SpringArmPivot();
|
||||
|
||||
void _ready();
|
||||
void _unhandled_input(const godot::Ref<godot::InputEvent>& p_event);
|
||||
void _physics_process(float delta);
|
||||
|
||||
void SetDynamicFov(bool fov) {
|
||||
m_DynamicFOV = fov;
|
||||
}
|
||||
|
||||
bool IsFovDynamic() const {
|
||||
return m_DynamicFOV;
|
||||
}
|
||||
|
||||
private:
|
||||
godot::SpringArm3D* m_SpringArm;
|
||||
godot::Camera3D* m_Camera;
|
||||
|
||||
bool m_DynamicFOV = false;
|
||||
};
|
||||
} // namespace blitz
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "register_types.h"
|
||||
|
||||
#include "gdexample.h"
|
||||
#include "Player.h"
|
||||
#include "SpringArmPivot.h"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -8,31 +9,24 @@
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void initialize_example_module(ModuleInitializationLevel p_level)
|
||||
{
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
|
||||
{
|
||||
void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
|
||||
ClassDB::register_class<GDExample>();
|
||||
ClassDB::register_class<blitz::Player>();
|
||||
ClassDB::register_class<blitz::SpringArmPivot>();
|
||||
}
|
||||
|
||||
void uninitialize_example_module(ModuleInitializationLevel p_level)
|
||||
{
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
|
||||
{
|
||||
void uninitialize_example_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
extern "C"
|
||||
{
|
||||
GDExtensionBool GDE_EXPORT library_init(
|
||||
GDExtensionInterfaceGetProcAddress p_get_proc,
|
||||
const GDExtensionClassLibraryPtr p_library,
|
||||
GDExtensionInitialization *r_initialization)
|
||||
{
|
||||
GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc, const GDExtensionClassLibraryPtr p_library,
|
||||
GDExtensionInitialization* r_initialization) {
|
||||
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
|
||||
|
||||
init_obj.register_initializer(initialize_example_module);
|
||||
@@ -40,5 +34,4 @@ extern "C"
|
||||
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
|
||||
|
||||
return init_obj.init();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user