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323 lines
9.3 KiB
323 lines
9.3 KiB
extends BaseUnit |
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class_name Character |
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const NORMAL_SPEED = 6.0 |
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const SPRINT_SPEED = 10.0 |
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const JUMP_VELOCITY = 10 |
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enum SkinColor { BLUE, YELLOW, GREEN, RED } |
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@onready var nickname: Label3D = $PlayerNick/Nickname |
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@onready var health_label: Label3D = null # Optional 3D health label |
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@export_category("Objects") |
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@export var _body: Node3D = null |
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@export var _spring_arm_offset: Node3D = null |
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@export_category("Skin Colors") |
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@export var blue_texture : CompressedTexture2D |
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@export var yellow_texture : CompressedTexture2D |
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@export var green_texture : CompressedTexture2D |
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@export var red_texture : CompressedTexture2D |
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@onready var _bottom_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Bottom") |
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@onready var _chest_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Chest") |
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@onready var _face_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Face") |
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@onready var _limbs_head_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head") |
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var _current_speed: float |
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") |
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# Attack system |
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@export var attack_damage: float = 10.0 |
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@export var attack_range: float = 3.0 |
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@export var attack_cooldown: float = 0.5 |
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var _attack_timer: float = 0.0 |
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func _enter_tree(): |
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super._enter_tree() |
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$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority() |
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func _ready(): |
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super._ready() |
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set_respawn_point(Vector3(0, 5, 0)) |
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# Try to get optional health label |
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if has_node("PlayerNick/HealthLabel"): |
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health_label = get_node("PlayerNick/HealthLabel") |
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# Connect health signals |
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health_changed.connect(_on_health_changed) |
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died.connect(_on_died) |
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respawned.connect(_on_respawned) |
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# Update health display |
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_update_health_display() |
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# Create 2D UI health bar for local player |
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if is_multiplayer_authority(): |
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_create_health_ui() |
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func _physics_process(delta): |
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# Check if multiplayer is ready |
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if multiplayer.multiplayer_peer == null: |
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return |
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if not is_multiplayer_authority(): |
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return |
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var current_scene = get_tree().get_current_scene() |
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if current_scene and current_scene.has_method("is_chat_visible") and current_scene.is_chat_visible() and is_on_floor(): |
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freeze() |
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return |
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if not is_on_floor(): |
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velocity.y -= gravity * delta |
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_body.animate(velocity) |
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if is_on_floor(): |
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if Input.is_action_just_pressed("jump"): |
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velocity.y = JUMP_VELOCITY |
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else: |
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velocity.y -= gravity * delta |
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_move() |
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move_and_slide() |
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_body.animate(velocity) |
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func _process(delta): |
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# Check if multiplayer is ready |
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if multiplayer.multiplayer_peer == null: |
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return |
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if not is_multiplayer_authority(): |
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return |
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_check_fall_and_respawn() |
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# Update attack cooldown |
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if _attack_timer > 0: |
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_attack_timer -= delta |
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# Handle attack input |
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if Input.is_action_just_pressed("attack") and _attack_timer <= 0 and not is_dead: |
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_perform_attack() |
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func freeze(): |
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velocity.x = 0 |
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velocity.z = 0 |
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_current_speed = 0 |
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_body.animate(Vector3.ZERO) |
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func _move() -> void: |
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var _input_direction: Vector2 = Vector2.ZERO |
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if is_multiplayer_authority(): |
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_input_direction = Input.get_vector( |
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"move_left", "move_right", |
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"move_forward", "move_backward" |
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) |
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var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized() |
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is_running() |
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_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y) |
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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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_body.apply_rotation(velocity) |
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return |
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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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func is_running() -> bool: |
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if Input.is_action_pressed("shift"): |
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_current_speed = SPRINT_SPEED |
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return true |
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else: |
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_current_speed = NORMAL_SPEED |
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return false |
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func _check_fall_and_respawn(): |
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if global_transform.origin.y < -15.0 and multiplayer.is_server(): |
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# Use BaseUnit's respawn system |
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_respawn() |
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@rpc("any_peer", "reliable") |
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func change_nick(new_nick: String): |
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if nickname: |
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nickname.text = new_nick |
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func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D: |
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match skin_color: |
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SkinColor.BLUE: return blue_texture |
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SkinColor.GREEN: return green_texture |
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SkinColor.RED: return red_texture |
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SkinColor.YELLOW: return yellow_texture |
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_: return blue_texture |
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@rpc("any_peer", "reliable") |
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func set_player_skin(skin_name: SkinColor) -> void: |
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var texture = get_texture_from_name(skin_name) |
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set_mesh_texture(_bottom_mesh, texture) |
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set_mesh_texture(_chest_mesh, texture) |
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set_mesh_texture(_face_mesh, texture) |
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set_mesh_texture(_limbs_head_mesh, texture) |
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func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void: |
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if mesh_instance: |
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var material := mesh_instance.get_surface_override_material(0) |
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if material and material is StandardMaterial3D: |
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var new_material := material |
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new_material.albedo_texture = texture |
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mesh_instance.set_surface_override_material(0, new_material) |
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## Attack system |
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func _perform_attack(): |
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if not is_multiplayer_authority() or is_dead: |
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return |
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_attack_timer = attack_cooldown |
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# Find nearest enemy in range |
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var space_state = get_world_3d().direct_space_state |
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var query = PhysicsShapeQueryParameters3D.new() |
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var sphere = SphereShape3D.new() |
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sphere.radius = attack_range |
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query.shape = sphere |
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query.transform = global_transform |
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query.collision_mask = 1 # Player layer |
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var results = space_state.intersect_shape(query) |
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for result in results: |
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var hit_body = result["collider"] |
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if hit_body != self and hit_body is BaseUnit: |
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var attacker_id = multiplayer.get_unique_id() |
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# If we're the server, apply damage directly |
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if multiplayer.is_server(): |
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_server_apply_damage(hit_body.name, attack_damage, attacker_id) |
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else: |
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# Otherwise, request server to apply damage |
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rpc_id(1, "_server_apply_damage", hit_body.name, attack_damage, attacker_id) |
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break # Only hit one target per attack |
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## Server-side damage application |
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@rpc("any_peer", "reliable") |
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func _server_apply_damage(target_name: String, damage: float, attacker_id: int): |
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if not multiplayer.is_server(): |
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return |
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# Get the target from the players container |
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var level = get_tree().get_current_scene() |
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if not level or not level.has_node("PlayersContainer"): |
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return |
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var players_container = level.get_node("PlayersContainer") |
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if not players_container.has_node(target_name): |
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return |
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var target = players_container.get_node(target_name) |
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if target and target is BaseUnit: |
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target.take_damage(damage, attacker_id) |
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## Health display and callbacks |
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func _create_health_ui(): |
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# Create a 2D UI for the local player's health |
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var canvas = CanvasLayer.new() |
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canvas.name = "HealthUI" |
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add_child(canvas) |
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# Health bar background |
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var health_bg = ColorRect.new() |
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health_bg.name = "HealthBG" |
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health_bg.color = Color(0.2, 0.2, 0.2, 0.8) |
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health_bg.position = Vector2(20, 20) |
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health_bg.size = Vector2(200, 30) |
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canvas.add_child(health_bg) |
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# Health bar (current health) |
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var health_bar = ColorRect.new() |
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health_bar.name = "HealthBar" |
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health_bar.color = Color(0.0, 0.8, 0.0, 1.0) # Green |
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health_bar.position = Vector2(22, 22) |
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health_bar.size = Vector2(196, 26) |
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canvas.add_child(health_bar) |
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# Health text |
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var health_text = Label.new() |
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health_text.name = "HealthText" |
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health_text.position = Vector2(20, 20) |
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health_text.size = Vector2(200, 30) |
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health_text.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER |
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health_text.vertical_alignment = VERTICAL_ALIGNMENT_CENTER |
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health_text.add_theme_color_override("font_color", Color.WHITE) |
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health_text.add_theme_color_override("font_outline_color", Color.BLACK) |
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health_text.add_theme_constant_override("outline_size", 2) |
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health_text.text = "HP: %d/%d" % [int(current_health), int(max_health)] |
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canvas.add_child(health_text) |
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func _update_health_display(): |
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# Update 3D label if it exists |
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if health_label: |
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health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)] |
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# Update 2D UI for local player |
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if is_multiplayer_authority() and has_node("HealthUI"): |
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var health_bar = get_node_or_null("HealthUI/HealthBar") |
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var health_text = get_node_or_null("HealthUI/HealthText") |
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if health_bar: |
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var health_percent = get_health_percent() |
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health_bar.size.x = 196 * health_percent |
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# Change color based on health |
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if health_percent > 0.6: |
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health_bar.color = Color(0.0, 0.8, 0.0) # Green |
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elif health_percent > 0.3: |
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health_bar.color = Color(1.0, 0.8, 0.0) # Yellow |
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else: |
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health_bar.color = Color(0.8, 0.0, 0.0) # Red |
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if health_text: |
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health_text.text = "HP: %d/%d" % [int(current_health), int(max_health)] |
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func _on_health_changed(_old_health: float, _new_health: float): |
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_update_health_display() |
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func _on_died(killer_id: int): |
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# Disable player when dead |
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set_physics_process(false) |
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set_process(false) |
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# Visual feedback - could add death animation here |
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if _body: |
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_body.visible = false |
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# Print death message |
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var killer_name = "Unknown" |
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if Network.players.has(killer_id): |
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killer_name = Network.players[killer_id]["nick"] |
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if is_multiplayer_authority(): |
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print("You were killed by ", killer_name) |
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# Show death message on UI |
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if has_node("HealthUI/HealthText"): |
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get_node("HealthUI/HealthText").text = "DEAD - Respawning..." |
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func _on_respawned(): |
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# Re-enable player |
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set_physics_process(true) |
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set_process(true) |
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if _body: |
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_body.visible = true |
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_update_health_display() |
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if is_multiplayer_authority(): |
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print("You respawned!")
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