diff --git a/Assets/scripts/Head.gd b/Assets/scripts/Head.gd index 7b6eaf9..a90be72 100644 --- a/Assets/scripts/Head.gd +++ b/Assets/scripts/Head.gd @@ -1,6 +1,16 @@ extends Node3D @export var vertical_joystick_sensitity : float = 2 +@export var vertical_mouse_sensitivity : float = 0.02 + +func can_look(amount, sensitivity): + var current_rotation_x = global_rotation_degrees.x + var amount_to_move = amount * vertical_mouse_sensitivity + var angle_after_move = current_rotation_x + amount_to_move + if angle_after_move >= -85 and angle_after_move <= 85: + return true + else: + false func _process(delta): var look_velocity = Input.get_vector("look_left", "look_right", "look_up", "look_down") @@ -8,4 +18,6 @@ func _process(delta): func _unhandled_input(event): if event is InputEventMouseMotion: - rotate_x(-event.relative.y * 0.02 ) + self.rotate_x(-event.relative.y * vertical_mouse_sensitivity ) + print(global_rotation_degrees.x) + diff --git a/Assets/scripts/player.gd b/Assets/scripts/player.gd index 8a7f7c9..bc31801 100644 --- a/Assets/scripts/player.gd +++ b/Assets/scripts/player.gd @@ -6,6 +6,24 @@ enum CONDITION {NORMAL, SPRINTING, VAPING, COUGHING, SEVERE_COUGHING} func set_condition(con): current_condition = con print("Setting Condition to ", con) + match con: + CONDITION.VAPING: + vapes_per_min += 1 + $Node3D/VapeLight.on() + $"Coughing Timer".start() + $"Severe Coughing Timer".start() + CONDITION.NORMAL: + $Node3D/VapeLight.off() + $"Coughing Timer".stop() + $"Severe Coughing Timer".stop() + CONDITION.COUGHING: + $Node3D/VapeLight.off() + $"Coughing Recovery".start() + $"Severe Coughing Timer".stop() + CONDITION.SEVERE_COUGHING: + $Node3D/VapeLight.off() + $"Severe Coughing Recovery".start() + $"Coughing Timer".stop() var will_cough = false var timealive = 0 @@ -22,58 +40,51 @@ const JUMP_VELOCITY = 4.5 #Looking Variables var mouse_sensitivity = 0.02 var joystick_sensitity = 2 -var prev_mouse_location = Vector2() - +var is_paused = false # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") - func _physics_process(delta): - match current_condition: - CONDITION.NORMAL: - current_speed = SPEED_NORMAL - CONDITION.SPRINTING: - current_speed = SPEED_SPRINTING - CONDITION.VAPING: - current_speed = SPEED_VAPING - CONDITION.COUGHING: - current_speed = SPEED_SLOWED - CONDITION.SEVERE_COUGHING: - current_speed = SPEED_IMMOBILE - - # Add the gravity. - if not is_on_floor(): - velocity.y -= gravity * delta - - # Handle jump. - if Input.is_action_just_pressed("ui_accept") and is_on_floor() and current_condition == CONDITION.NORMAL or current_condition == CONDITION.SPRINTING: - velocity.y = JUMP_VELOCITY - - # Get the input direction and handle the movement/deceleration. - # As good practice, you should replace UI actions with custom gameplay actions. - var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back") - var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() - if direction: - velocity.x = direction.x * current_speed - velocity.z = direction.z * current_speed - else: - velocity.x = move_toward(velocity.x, 0, current_speed) - velocity.z = move_toward(velocity.z, 0, current_speed) + if not is_paused: + match current_condition: + CONDITION.NORMAL: + current_speed = SPEED_NORMAL + CONDITION.SPRINTING: + current_speed = SPEED_SPRINTING + CONDITION.VAPING: + current_speed = SPEED_VAPING + CONDITION.COUGHING: + current_speed = SPEED_SLOWED + CONDITION.SEVERE_COUGHING: + current_speed = SPEED_IMMOBILE - - move_and_slide() + # Add the gravity. + if not is_on_floor(): + velocity.y -= gravity * delta - var look_velocity = Input.get_vector("look_left", "look_right", "look_up", "look_down") - rotate_y(-look_velocity.x * joystick_sensitity * delta) + # Handle jump. + if Input.is_action_just_pressed("ui_accept") and is_on_floor() and current_condition != CONDITION.COUGHING and current_condition != CONDITION.SEVERE_COUGHING: + velocity.y = JUMP_VELOCITY -#Look mouse controls left and right -func _unhandled_input(event): - if event is InputEventMouseMotion: - rotate_y(-event.relative.x * mouse_sensitivity) + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back") + var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + if direction: + velocity.x = direction.x * current_speed + velocity.z = direction.z * current_speed + else: + velocity.x = move_toward(velocity.x, 0, current_speed) + velocity.z = move_toward(velocity.z, 0, current_speed) + + + move_and_slide() + + var look_velocity = Input.get_vector("look_left", "look_right", "look_up", "look_down") + rotate_y(-look_velocity.x * joystick_sensitity * delta) - func _process(delta): #Calculations for seeing if you vaped too many times within a short span timealive += delta @@ -84,34 +95,28 @@ func _process(delta): vapes_per_min = 0 func _input(event): - if event.is_action_pressed("vape"): - if current_condition == CONDITION.NORMAL: - vapes_per_min += 1 - set_condition(CONDITION.VAPING) - $"Coughing Timer".start() - $"Severe Coughing Timer".start() - $Node3D/VapeLight.on() + if not is_paused: + if event is InputEventMouseMotion: + rotate_y(-event.relative.x * mouse_sensitivity) + + if event.is_action_pressed("vape"): + if current_condition == CONDITION.NORMAL: + set_condition(CONDITION.VAPING) - if event.is_action_released("vape"): - $Node3D/VapeLight.off() - if current_condition == CONDITION.VAPING: - if will_cough and current_condition != CONDITION.SEVERE_COUGHING: - set_condition(CONDITION.COUGHING) - # Play Coughing Sound - $"Coughing Recovery".start() - $"Severe Coughing Timer".stop() - else: - set_condition(CONDITION.NORMAL) - $"Coughing Timer".stop() - $"Severe Coughing Timer".stop() + if event.is_action_released("vape"): + if current_condition == CONDITION.VAPING: + if will_cough and current_condition != CONDITION.SEVERE_COUGHING: + set_condition(CONDITION.COUGHING) + else: + set_condition(CONDITION.NORMAL) - if event.is_action_pressed("sprint"): - if current_condition == CONDITION.NORMAL: - set_condition(CONDITION.SPRINTING) - - if event.is_action_released("sprint"): - if current_condition == CONDITION.SPRINTING: - set_condition(CONDITION.NORMAL) + if event.is_action_pressed("sprint"): + if current_condition == CONDITION.NORMAL: + set_condition(CONDITION.SPRINTING) + + if event.is_action_released("sprint"): + if current_condition == CONDITION.SPRINTING: + set_condition(CONDITION.NORMAL) func recover(): will_cough = false @@ -121,7 +126,6 @@ func recover(): CONDITION.SEVERE_COUGHING: set_condition(CONDITION.NORMAL) - #Timers func _on_coughing_timer_timeout(): will_cough = true