generated from Persson-dev/Godot-Xmake
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
#include "Player.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/input_map.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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static const float WalkSpeed = 2.0;
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static const float RunSpeed = 5.0;
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static const float JumpStrength = 15.0;
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static const float Gravity = 50.0;
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static const float LerpValue = 0.15;
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static const float AnimationBlend = 7.0;
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namespace blitz {
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void Player::_bind_methods() {}
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Player::Player() {}
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Player::~Player() {}
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void Player::_ready() {
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godot::InputMap::get_singleton()->load_from_project_settings();
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m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
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m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
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m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
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DEV_ASSERT(m_PlayerMesh);
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DEV_ASSERT(m_SpringArmPivot);
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DEV_ASSERT(m_AnimationTree);
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apply_floor_snap();
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animate(0);
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}
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void Player::_physics_process(float delta) {
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if (godot::Engine::get_singleton()->is_editor_hint())
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return;
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auto* Input = godot::Input::get_singleton();
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godot::Vector3 move_direction{0, 0, 0};
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move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
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move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
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move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
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godot::Vector3 newVelocity = get_velocity();
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newVelocity.y -= Gravity * delta;
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set_velocity(newVelocity);
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if (Input->is_action_pressed("run"))
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m_Speed = RunSpeed;
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else
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m_Speed = WalkSpeed;
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newVelocity = get_velocity();
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newVelocity.x = move_direction.x * m_Speed;
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newVelocity.z = move_direction.z * m_Speed;
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set_velocity(newVelocity);
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if (move_direction != godot::Vector3{0, 0, 0}) {
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godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
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newRotation.y = godot::UtilityFunctions::lerp_angle(
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newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
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m_PlayerMesh->set_rotation(newRotation);
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}
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bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
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bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
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if (isJumping) {
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newVelocity = get_velocity();
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newVelocity.y = JumpStrength;
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set_velocity(newVelocity);
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m_SnapVector.zero();
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} else if (justLanded) {
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m_SnapVector = {0, -1, 0};
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}
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apply_floor_snap();
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move_and_slide();
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animate(delta);
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}
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void Player::animate(float delta) {
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if (is_on_floor()) {
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m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
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if (get_velocity().length() > 0) {
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if (m_Speed == RunSpeed) {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
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} else {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
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}
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} else {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
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}
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} else {
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m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
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}
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}
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} // namespace blitz
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