extends KinematicBody export var speed = 40 export var h_acceleration = 6 export var air_acceleration = 1 export var normal_acceleration = 6 export var gravity = 100 export var jump = 30 export var slapkill = 0.8 var slap = 0.0 var chargeSlap = false var isSlap = false var can_slap = true var isStep = false var stepAcc = 0 export var mouse_sensitivity = 0.03 var bottom_boudaries = -20 var full_contact = false var direction = Vector3() var h_velocity = Vector3() var movement = Vector3() var gravity_vec = Vector3() onready var head = $Head onready var camera = $Head/Camera onready var point_to = $Head/Camera/PointTo onready var ground_check = $GroundCheck onready var slap_gauge = $HUD/PlayerLayer/ActualHUD/SlapGauge onready var slap_animator = $HandMovement onready var Menu = $HUD/MenuLayer/Start onready var AudioSlap = $AudioSlap onready var AudioMegaSlap = $AudioMegaSlap onready var hitbox = $Head/Camera/HitBox onready var slap_cooldown = $SlapCooldown onready var AudioCharge = $AudioCharge onready var Steps = [ $Step1, $Step2, $Step3, $Step4 ] var rng = RandomNumberGenerator.new() func _ready(): rng.randomize() slap_animator.current_animation = "basic_slap" func _input(event): if event is InputEventMouseMotion: rotate_y(deg2rad(-event.relative.x * mouse_sensitivity)) head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity)) head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89)) func _physics_process(delta): if Input.is_action_just_pressed("escape"): Menu.openMenu(); if global_transform.origin.y < bottom_boudaries: global_transform.origin.x = 0 global_transform.origin.y = 10 global_transform.origin.z = 0 direction = Vector3() full_contact = ground_check.is_colliding() if not is_on_floor(): gravity_vec += Vector3.DOWN * gravity * delta h_acceleration = air_acceleration elif is_on_floor() and full_contact: gravity_vec = -get_floor_normal() * gravity h_acceleration = normal_acceleration isStep = true else: gravity_vec = -get_floor_normal() h_acceleration = normal_acceleration if Input.is_action_just_pressed("jump") and (is_on_floor() or ground_check.is_colliding()): gravity_vec = Vector3.UP * jump if Input.is_action_just_pressed("crouch"): head.translate(Vector3.DOWN) speed = 20 if Input.is_action_just_released("crouch"): head.translate(Vector3.UP) speed = 40 if Input.is_action_pressed("move_forward"): direction -= transform.basis.z elif Input.is_action_pressed("move_backward"): direction += transform.basis.z if Input.is_action_pressed("move_left"): direction -= transform.basis.x elif Input.is_action_pressed("move_right"): direction += transform.basis.x # Slappening if Input.is_action_pressed("slap"): if !chargeSlap: AudioCharge.play(); if slap < 0.01: chargeSlap = true; elif Input.is_action_just_released("slap"): if chargeSlap: isSlap = true; chargeSlap = false; can_slap = false slap_cooldown.start(0.25) AudioCharge.stop(); else: isSlap = false; if isSlap: if slap >= slapkill: AudioMegaSlap.play() else: AudioSlap.play() isSlap = false; hitbox.monitorable = true hitbox.slap_level = slap hitbox.slap_kill = slapkill hitbox.slap_vector = point_to.get_global_transform().origin - camera.get_global_transform().origin if (chargeSlap): slap += delta * 1.5; else: slap -= delta * 8.0; slap = clamp(slap, 0.0, 1.0) slap_gauge.fill = slap slap_animator.seek(slap, true) slap_gauge.fill = slap; slap_gauge.kill = slapkill; direction = direction.normalized() if isStep: stepAcc += (abs(direction.x) + abs(direction.z)) * delta else: stepAcc = 0.0 if (stepAcc > 0.3): stepAcc -= 0.45 Steps[rng.randi_range(0,3)].play(); h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta) movement.z = h_velocity.z + gravity_vec.z movement.x = h_velocity.x + gravity_vec.x movement.y = gravity_vec.y # warning-ignore:return_value_discarded move_and_slide(movement, Vector3.UP) func _on_SlapCooldown_timeout(): can_slap = true slap_cooldown.stop() hitbox.monitorable = false