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