149 lines
5.4 KiB
GDScript
149 lines
5.4 KiB
GDScript
class_name Player
|
|
extends CharacterBody3D
|
|
## The player character controller.
|
|
##
|
|
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
|
|
## first-person Camera3D with mouse-look. Reads the spawn point from the
|
|
## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
|
|
##
|
|
## No networking, no chunk code, no avatar UI — PC2 is local-only.
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Movement constants
|
|
# ---------------------------------------------------------------------------
|
|
|
|
const WALK_SPEED: float = 5.0
|
|
const JUMP_VELOCITY: float = 4.5
|
|
const GRAVITY: float = 9.8
|
|
|
|
## Mouse-look sensitivity (radians per pixel of relative motion).
|
|
const MOUSE_SENSITIVITY: float = 0.003
|
|
|
|
## Camera pitch is clamped so the player can't flip past looking straight
|
|
## up/down (which would otherwise let mouse-look invert on itself).
|
|
const PITCH_LIMIT: float = deg_to_rad(89.0)
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Input state
|
|
# ---------------------------------------------------------------------------
|
|
|
|
var _input_direction := Vector2.ZERO
|
|
var _camera_pitch: float = 0.0
|
|
|
|
@onready var _camera: Camera3D = $Camera3D
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# _ready — spawn at PlayerSpawn marker, capture the mouse for look
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _ready() -> void:
|
|
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
|
|
# scene root. The lookup walks the full subtree (recursive=true) so
|
|
# it finds the marker whether it is a direct child of the level or
|
|
# nested deeper.
|
|
#
|
|
# current_scene is null in headless --script mode and in any scene
|
|
# before the main scene is fully swapped in, so guard it rather than
|
|
# blindly dereferencing.
|
|
var current_scene: Node = get_tree().current_scene
|
|
var spawn: Node = null
|
|
if current_scene != null:
|
|
spawn = current_scene.find_child("PlayerSpawn", true, false)
|
|
|
|
if spawn is Node3D:
|
|
global_position = (spawn as Node3D).global_position
|
|
# Align player forward with spawn yaw (optional polish).
|
|
var spawn_yaw := (spawn as Node3D).rotation.y
|
|
rotation.y = spawn_yaw
|
|
else:
|
|
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
|
global_position = Vector3(0, 1.0, 0)
|
|
|
|
# Capture the mouse for FPS-style look. Headless/test runs have no real
|
|
# window to capture input for, so guard against that rather than error.
|
|
if DisplayServer.get_name() != "headless":
|
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# _unhandled_input — capture keyboard / mouse for movement
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if event is InputEventKey:
|
|
var key := event as InputEventKey
|
|
if key.pressed and not key.echo:
|
|
_update_input_direction(key)
|
|
elif not key.pressed:
|
|
_clear_input_direction(key)
|
|
# Release the mouse so the player can get back to a menu/cursor.
|
|
if key.pressed and key.keycode == KEY_ESCAPE:
|
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
|
elif event is InputEventMouseButton and event.pressed:
|
|
# Clicking back into the viewport re-captures the mouse.
|
|
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE and DisplayServer.get_name() != "headless":
|
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
|
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
|
_handle_mouse_look(event as InputEventMouseMotion)
|
|
|
|
|
|
func _update_input_direction(key: InputEventKey) -> void:
|
|
match key.keycode:
|
|
KEY_W, KEY_UP:
|
|
_input_direction.y += 1.0
|
|
KEY_S, KEY_DOWN:
|
|
_input_direction.y -= 1.0
|
|
KEY_A, KEY_LEFT:
|
|
_input_direction.x -= 1.0
|
|
KEY_D, KEY_RIGHT:
|
|
_input_direction.x += 1.0
|
|
|
|
|
|
func _clear_input_direction(key: InputEventKey) -> void:
|
|
match key.keycode:
|
|
KEY_W, KEY_UP:
|
|
_input_direction.y -= 1.0
|
|
KEY_S, KEY_DOWN:
|
|
_input_direction.y += 1.0
|
|
KEY_A, KEY_LEFT:
|
|
_input_direction.x += 1.0
|
|
KEY_D, KEY_RIGHT:
|
|
_input_direction.x -= 1.0
|
|
|
|
|
|
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
|
|
# Yaw rotates the whole body (so movement direction turns with the
|
|
# look direction); pitch only tilts the camera, so the capsule itself
|
|
# never tips over.
|
|
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
|
|
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
|
|
_camera.rotation.x = _camera_pitch
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Physics — gravity, jump, move_and_slide
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
# Apply gravity.
|
|
if not is_on_floor():
|
|
velocity.y -= GRAVITY * delta
|
|
|
|
# Jump.
|
|
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
|
|
velocity.y = JUMP_VELOCITY
|
|
|
|
# Build movement direction from input. Godot's local "forward" is -Z, not
|
|
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
|
|
# move the player backward when pressing forward (confirmed by reading
|
|
# Camera3D/Node3D's own convention: a node looks down its local -Z).
|
|
var direction := (_input_direction.x * transform.basis.x -
|
|
_input_direction.y * transform.basis.z).normalized()
|
|
velocity.x = direction.x * WALK_SPEED
|
|
velocity.z = direction.z * WALK_SPEED
|
|
|
|
move_and_slide()
|