steamforged-skies/godotsteam_sync_example/fpc/character.tscn

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2025-01-12 02:29:20 +00:00
[gd_scene load_steps=22 format=3 uid="uid://cc1m2a1obsyn4"]
[ext_resource type="Script" path="res://godotsteam_sync_example/fpc/EditorModule.gd" id="3_v3ckk"]
[ext_resource type="Script" path="res://godotsteam_sync_example/fpc/debug.gd" id="3_x1wcc"]
[ext_resource type="Script" path="res://addons/godot_steam_sync/Network/RadomeSteamSync/SyncNode/TransformSync3D.gd" id="4_ch187"]
[sub_resource type="GDScript" id="GDScript_r0lhh"]
script/source = "
# COPYRIGHT Colormatic Studios
# MIT licence
# Quality Godot First Person Controller v2
extends CharacterBody3D
var IS_OWNER : bool = false
func make_owner():
IS_OWNER = true
$Head/Camera.current = true
## The settings for the character's movement and feel.
@export_category(\"Character\")
## The speed that the character moves at without crouching or sprinting.
@export var base_speed : float = 3.0
## The speed that the character moves at when sprinting.
@export var sprint_speed : float = 6.0
## The speed that the character moves at when crouching.
@export var crouch_speed : float = 1.0
## How fast the character speeds up and slows down when Motion Smoothing is on.
@export var acceleration : float = 10.0
## How high the player jumps.
@export var jump_velocity : float = 4.5
## How far the player turns when the mouse is moved.
@export var mouse_sensitivity : float = 0.1
## Invert the Y input for mouse and joystick
@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future
## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
@export var immobile : bool = false
## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
@export_file var default_reticle
@export_group(\"Nodes\")
## The node that holds the camera. This is rotated instead of the camera for mouse input.
@export var HEAD : Node3D
@export var CAMERA : Camera3D
@export var HEADBOB_ANIMATION : AnimationPlayer
@export var JUMP_ANIMATION : AnimationPlayer
@export var CROUCH_ANIMATION : AnimationPlayer
@export var COLLISION_MESH : CollisionShape3D
@export_group(\"Controls\")
# We are using UI controls because they are built into Godot Engine so they can be used right away
@export var JUMP : String = \"ui_accept\"
@export var LEFT : String = \"ui_left\"
@export var RIGHT : String = \"ui_right\"
@export var FORWARD : String = \"ui_up\"
@export var BACKWARD : String = \"ui_down\"
## By default this does not pause the game, but that can be changed in _process.
@export var PAUSE : String = \"ui_cancel\"
@export var CROUCH : String = \"crouch\"
@export var SPRINT : String = \"sprint\"
# Uncomment if you want controller support
#@export var controller_sensitivity : float = 0.035
#@export var LOOK_LEFT : String = \"look_left\"
#@export var LOOK_RIGHT : String = \"look_right\"
#@export var LOOK_UP : String = \"look_up\"
#@export var LOOK_DOWN : String = \"look_down\"
@export_group(\"Feature Settings\")
## Enable or disable jumping. Useful for restrictive storytelling environments.
@export var jumping_enabled : bool = true
## Wether the player can move in the air or not.
@export var in_air_momentum : bool = true
## Smooths the feel of walking.
@export var motion_smoothing : bool = true
@export var sprint_enabled : bool = true
@export var crouch_enabled : bool = true
@export_enum(\"Hold to Crouch\", \"Toggle Crouch\") var crouch_mode : int = 0
@export_enum(\"Hold to Sprint\", \"Toggle Sprint\") var sprint_mode : int = 0
## Wether sprinting should effect FOV.
@export var dynamic_fov : bool = true
## If the player holds down the jump button, should the player keep hopping.
@export var continuous_jumping : bool = true
## Enables the view bobbing animation.
@export var view_bobbing : bool = true
## Enables an immersive animation when the player jumps and hits the ground.
@export var jump_animation : bool = true
## This determines wether the player can use the pause button, not wether the game will actually pause.
@export var pausing_enabled : bool = true
## Use with caution.
@export var gravity_enabled : bool = true
# Member variables
var speed : float = base_speed
var current_speed : float = 0.0
# States: normal, crouching, sprinting
var state : String = \"normal\"
var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
# The reticle should always have a Control node as the root
var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings.get_setting(\"physics/3d/default_gravity\") # Don't set this as a const, see the gravity section in _physics_process
# Stores mouse input for rotating the camera in the phyhsics process
var mouseInput : Vector2 = Vector2(0,0)
func _ready():
if IS_OWNER:
#It is safe to comment this line if your game doesn't start with the mouse captured
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
HEAD.rotation.y = rotation.y
rotation.y = 0
if default_reticle:
change_reticle(default_reticle)
# Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION.play(\"RESET\")
JUMP_ANIMATION.play(\"RESET\")
CROUCH_ANIMATION.play(\"RESET\")
check_controls()
func check_controls(): # If you add a control, you might want to add a check for it here.
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
if IS_OWNER:
if !InputMap.has_action(JUMP):
push_error(\"No control mapped for jumping. Please add an input map control. Disabling jump.\")
jumping_enabled = false
if !InputMap.has_action(LEFT):
push_error(\"No control mapped for move left. Please add an input map control. Disabling movement.\")
immobile = true
if !InputMap.has_action(RIGHT):
push_error(\"No control mapped for move right. Please add an input map control. Disabling movement.\")
immobile = true
if !InputMap.has_action(FORWARD):
push_error(\"No control mapped for move forward. Please add an input map control. Disabling movement.\")
immobile = true
if !InputMap.has_action(BACKWARD):
push_error(\"No control mapped for move backward. Please add an input map control. Disabling movement.\")
immobile = true
if !InputMap.has_action(PAUSE):
push_error(\"No control mapped for pause. Please add an input map control. Disabling pausing.\")
pausing_enabled = false
if !InputMap.has_action(CROUCH):
push_error(\"No control mapped for crouch. Please add an input map control. Disabling crouching.\")
crouch_enabled = false
if !InputMap.has_action(SPRINT):
push_error(\"No control mapped for sprint. Please add an input map control. Disabling sprinting.\")
sprint_enabled = false
func change_reticle(reticle): # Yup, this function is kinda strange
if IS_OWNER:
if RETICLE:
RETICLE.queue_free()
RETICLE = load(reticle).instantiate()
RETICLE.character = self
$UserInterface.add_child(RETICLE)
func _physics_process(delta):
if IS_OWNER:
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3.ZERO.distance_to(get_real_velocity())
$UserInterface/DebugPanel.add_property(\"Speed\", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property(\"Target speed\", speed, 2)
var cv : Vector3 = get_real_velocity()
var vd : Array[float] = [
snappedf(cv.x, 0.001),
snappedf(cv.y, 0.001),
snappedf(cv.z, 0.001)
]
var readable_velocity : String = \"X: \" + str(vd[0]) + \" Y: \" + str(vd[1]) + \" Z: \" + str(vd[2])
$UserInterface/DebugPanel.add_property(\"Velocity\", readable_velocity, 3)
# Gravity
#gravity = ProjectSettings.get_setting(\"physics/3d/default_gravity\") # If the gravity changes during your game, uncomment this code
if not is_on_floor() and gravity and gravity_enabled:
velocity.y -= gravity * delta
handle_jumping()
var input_dir = Vector2.ZERO
if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir)
handle_head_rotation()
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir)
if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov()
if view_bobbing:
headbob_animation(input_dir)
if jump_animation:
if !was_on_floor and is_on_floor(): # The player just landed
match randi() % 2: #TODO: Change this to detecting velocity direction
0:
JUMP_ANIMATION.play(\"land_left\", 0.25)
1:
JUMP_ANIMATION.play(\"land_right\", 0.25)
was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping():
if IS_OWNER:
if jumping_enabled:
if continuous_jumping: # Hold down the jump button
if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play(\"jump\", 0.25)
velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else:
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play(\"jump\", 0.25)
velocity.y += jump_velocity
func handle_movement(delta, input_dir):
if IS_OWNER:
var direction = input_dir.rotated(-HEAD.rotation.y)
direction = Vector3(direction.x, 0, direction.y)
move_and_slide()
if in_air_momentum:
if is_on_floor():
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
func handle_head_rotation():
if IS_OWNER:
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
if invert_mouse_y:
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
else:
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
# Uncomment for controller support
#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
#HEAD.rotation.x += controller_view_rotation.x
#if invert_mouse_y:
#HEAD.rotation.y += controller_view_rotation.y * -1.0
#else:
#HEAD.rotation.y += controller_view_rotation.y
mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func handle_state(moving):
if IS_OWNER:
if sprint_enabled:
if sprint_mode == 0:
if Input.is_action_pressed(SPRINT) and state != \"crouching\":
if moving:
if state != \"sprinting\":
enter_sprint_state()
else:
if state == \"sprinting\":
enter_normal_state()
elif state == \"sprinting\":
enter_normal_state()
elif sprint_mode == 1:
if moving:
# If the player is holding sprint before moving, handle that cenerio
if Input.is_action_pressed(SPRINT) and state == \"normal\":
enter_sprint_state()
if Input.is_action_just_pressed(SPRINT):
match state:
\"normal\":
enter_sprint_state()
\"sprinting\":
enter_normal_state()
elif state == \"sprinting\":
enter_normal_state()
if crouch_enabled:
if crouch_mode == 0:
if Input.is_action_pressed(CROUCH) and state != \"sprinting\":
if state != \"crouching\":
enter_crouch_state()
elif state == \"crouching\" and !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
elif crouch_mode == 1:
if Input.is_action_just_pressed(CROUCH):
match state:
\"normal\":
enter_crouch_state()
\"crouching\":
if !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
# Any enter state function should only be called once when you want to enter that state, not every frame.
func enter_normal_state():
if IS_OWNER:
#print(\"entering normal state\")
var prev_state = state
if prev_state == \"crouching\":
CROUCH_ANIMATION.play_backwards(\"crouch\")
state = \"normal\"
speed = base_speed
func enter_crouch_state():
if IS_OWNER:
#print(\"entering crouch state\")
var prev_state = state
state = \"crouching\"
speed = crouch_speed
CROUCH_ANIMATION.play(\"crouch\")
func enter_sprint_state():
if IS_OWNER:
#print(\"entering sprint state\")
var prev_state = state
if prev_state == \"crouching\":
CROUCH_ANIMATION.play_backwards(\"crouch\")
state = \"sprinting\"
speed = sprint_speed
func update_camera_fov():
if IS_OWNER:
if state == \"sprinting\":
CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
else:
CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
func headbob_animation(moving):
if IS_OWNER:
if moving and is_on_floor():
var use_headbob_animation : String
match state:
\"normal\",\"crouching\":
use_headbob_animation = \"walk\"
\"sprinting\":
use_headbob_animation = \"sprint\"
var was_playing : bool = false
if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
was_playing = true
HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
if !was_playing:
HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
# Let me explain that piece of code because it looks like it does the opposite of what it actually does.
# The headbob animation has two starting positions. One is at 0 and the other is at 1.
# randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
# This code is extremely performant but it makes no sense.
else:
if HEADBOB_ANIMATION.current_animation == \"sprint\" or HEADBOB_ANIMATION.current_animation == \"walk\":
HEADBOB_ANIMATION.speed_scale = 1
HEADBOB_ANIMATION.play(\"RESET\", 1)
func _process(delta):
if IS_OWNER:
$UserInterface/DebugPanel.add_property(\"FPS\", Performance.get_monitor(Performance.TIME_FPS), 0)
var status : String = state
if !is_on_floor():
status += \" in the air\"
$UserInterface/DebugPanel.add_property(\"State\", status, 4)
if pausing_enabled:
if Input.is_action_just_pressed(PAUSE):
# You may want another node to handle pausing, because this player may get paused too.
match Input.mouse_mode:
Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
#get_tree().paused = false
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
#get_tree().paused = false
func _unhandled_input(event : InputEvent):
if IS_OWNER:
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
mouseInput.x += event.relative.x
mouseInput.y += event.relative.y
# Toggle debug menu
elif event is InputEventKey:
if event.is_released():
# Where we're going, we don't need InputMap
if event.keycode == 4194338: # F7
$UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
"
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albedo_color = Color(0.909804, 0.596078, 0, 1)
clearcoat_enabled = true
clearcoat_roughness = 0.2
[sub_resource type="CapsuleMesh" id="CapsuleMesh_jw1de"]
material = SubResource("StandardMaterial3D_kp17n")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
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tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
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tracks/1/enabled = true
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tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_s07ye"]
resource_name = "jump"
length = 3.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.6, 3),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_l1rph"]
resource_name = "land_left"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_vsknp"]
resource_name = "land_right"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
_data = {
"RESET": SubResource("Animation_fvvjq"),
"jump": SubResource("Animation_s07ye"),
"land_left": SubResource("Animation_l1rph"),
"land_right": SubResource("Animation_vsknp")
}
[sub_resource type="Theme" id="Theme_wdf0f"]
MarginContainer/constants/margin_bottom = 10
MarginContainer/constants/margin_left = 10
MarginContainer/constants/margin_right = 10
MarginContainer/constants/margin_top = 10
[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
collision_layer = 2
collision_mask = 3
script = SubResource("GDScript_r0lhh")
default_reticle = "res://godotsteam_sync_example/fpc/reticles/reticle_1.tscn"
HEAD = NodePath("Head")
CAMERA = NodePath("Head/Camera")
HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
JUMP_ANIMATION = NodePath("Head/JumpAnimation")
CROUCH_ANIMATION = NodePath("CrouchAnimation")
COLLISION_MESH = NodePath("Collision")
JUMP = "jump"
LEFT = "left"
RIGHT = "right"
FORWARD = "forward"
BACKWARD = "backward"
PAUSE = "pause"
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_jw1de")
[node name="Collision" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_uy03j")
[node name="CrouchAnimation" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_5e5t5")
}
[node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Camera" type="Camera3D" parent="Head"]
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
libraries = {
"": SubResource("AnimationLibrary_o0unb")
}
blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
libraries = {
"": SubResource("AnimationLibrary_qeg5r")
}
speed_scale = 4.0
[node name="UserInterface" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
visible = false
layout_mode = 0
offset_left = 10.0
offset_top = 10.0
offset_right = 453.0
offset_bottom = 50.0
theme = SubResource("Theme_wdf0f")
script = ExtResource("3_x1wcc")
[node name="MarginContainer" type="MarginContainer" parent="UserInterface/DebugPanel"]
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="UserInterface/DebugPanel/MarginContainer"]
layout_mode = 2
[node name="CrouchCeilingDetection" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_k4wwl")
target_position = Vector3(0, 0.5, 0)
[node name="EditorModule" type="Node" parent="."]
script = ExtResource("3_v3ckk")
[node name="TransformSync3D" type="Node" parent="." node_paths=PackedStringArray("object_player")]
script = ExtResource("4_ch187")
object_player = NodePath("..")