merge lobby-system and player-character into develop #4

Merged
chrisbell merged 15 commits from lobby-system into develop 2025-08-12 23:05:42 +00:00
3 changed files with 116 additions and 65 deletions
Showing only changes of commit 14464d703c - Show all commits

View File

@@ -24,21 +24,27 @@ properties/0/replication_mode = 2
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath("Camera3D/head:rotation")
properties/2/path = NodePath("Neck:rotation")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/2/replication_mode = 2
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("head")]
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("camera", "neck", "body", "head")]
collision_layer = 2
collision_mask = 3
script = ExtResource("1_ulp21")
head = NodePath("Camera3D/head")
camera = NodePath("Neck/Camera3D")
neck = NodePath("Neck")
body = NodePath("Mesh")
head = NodePath("Neck/head")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.510896, 0.0644827)
[node name="Neck" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.266461, 0)
[node name="head" parent="Camera3D" instance=ExtResource("3_wnvi2")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.0645776)
[node name="Camera3D" type="Camera3D" parent="Neck"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.238996, 0)
[node name="head" parent="Neck" instance=ExtResource("3_wnvi2")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.238996, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_ehsmr")

View File

@@ -1,81 +1,106 @@
extends CharacterBody3D
class_name Player
class_name Player extends CharacterBody3D
@export var speed = 5.0
@export var jump_velocity = 4.5
@export var mouse_sensitivity = 0.002
@export_category("Player")
@export_range(1, 35, 1) var speed: float = 5.0
@export_range(10, 400, 1) var acceleration: float = 100.0
@export_range(0.1, 3.0, 0.1) var jump_height: float = 1.0
@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1.0
@export_range(0.1, 3.0, 0.1, "or_greater") var joystick_camera_sens_multiplier: float = 5.0
@export var camera: Camera3D
@export var neck: Node3D
@export var body: Node3D
@export var head: Node3D
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera_node: Camera3D
var jumping: bool = false
var is_using_joystick: bool = false
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var move_dir: Vector2 # Input direction for movement
var look_dir: Vector2 # Input direction for look/aim
var walk_vel: Vector3 # Walking velocity
var grav_vel: Vector3 # Gravity velocity
var jump_vel: Vector3 # Jumping velocity
func _ready():
if is_multiplayer_authority():
print("-> [%s] Authority granted. Setting up camera and input." % name)
camera_node = $Camera3D
camera_node.make_current()
camera.make_current()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$Mesh.hide()
$Label3D.hide()
head.hide()
func set_player_name(peer_id: String, player_name: String):
name = peer_id
$Label3D.text = player_name
#@rpc("any_peer", "call_local", "unreliable")
#func update_remote_transform(new_transform: Transform3D):
#global_transform = new_transform
func _physics_process(delta):
if is_multiplayer_authority():
# Apply gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Get the input direction and apply movement
var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor():
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)
else:
# Air control
velocity.x = lerp(velocity.x, direction.x * speed, delta * 5.0)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 5.0)
move_and_slide()
#update_remote_transform.rpc(global_transform)
func _input(event):
if is_multiplayer_authority():
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
# Rotate the CharacterBody3D around the Y-axis for horizontal look
rotate_y(-event.relative.x * mouse_sensitivity)
is_using_joystick = false
look_dir = event.relative * 0.001
_rotate_camera()
elif event is InputEventJoypadMotion:
is_using_joystick = true
# Rotate the Camera3D around its local X-axis for vertical look
var change = -event.relative.y * mouse_sensitivity
var new_x_rotation = camera_node.rotation.x + change
camera_node.rotation.x = clamp(new_x_rotation, deg_to_rad(-90), deg_to_rad(90))
if Input.is_action_just_pressed("jump"):
jumping = true
if event.is_action_pressed("ui_cancel"): # Typically Escape key
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta: float) -> void:
if is_multiplayer_authority():
velocity = walk(delta) + _gravity(delta) + _jump(delta)
global_rotation.x = 0.0
global_rotation.z = 0.0
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_joypad_camera_rotation(delta)
move_and_slide()
func _rotate_camera(sens_mod: float = 1.0) -> void:
if is_multiplayer_authority():
var camera_sens_final = camera_sens
if is_using_joystick:
camera_sens_final = camera_sens * joystick_camera_sens_multiplier
rotation.y -= look_dir.x * camera_sens_final * sens_mod
neck.rotation.x = clamp(neck.rotation.x - look_dir.y * camera_sens_final * sens_mod, -1.5, 1.5)
func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void:
var joypad_dir: Vector2 = Input.get_vector("look_left","look_right","look_up","look_down")
if joypad_dir.length() > 0:
look_dir += joypad_dir * delta
_rotate_camera(sens_mod)
look_dir = Vector2.ZERO
func walk(delta: float) -> Vector3:
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
move_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var _forward: Vector3 = neck.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y)
var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized()
walk_vel = walk_vel.move_toward(walk_dir * speed * move_dir.length(), acceleration * delta)
return walk_vel
func _gravity(delta: float) -> Vector3:
grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta)
return grav_vel
func _jump(delta: float) -> Vector3:
if jumping:
if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
jumping = false
return jump_vel
jump_vel = Vector3.ZERO if is_on_floor() else jump_vel.move_toward(Vector3.ZERO, gravity * delta)
return jump_vel

View File

@@ -97,6 +97,26 @@ inv_slot_4={
"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":52,"key_label":0,"unicode":52,"location":0,"echo":false,"script":null)
]
}
look_left={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null)
]
}
look_right={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
]
}
look_down={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
]
}
look_up={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
]
}
[layer_names]