added look stuff

This commit is contained in:
2024-04-07 14:05:02 -05:00
parent 2fcd546903
commit 2ffc0a4e33
2 changed files with 86 additions and 70 deletions

View File

@ -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)

View File

@ -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