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80
overworld/entity/EntityMovement.gd
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80
overworld/entity/EntityMovement.gd
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class_name EntityMovement extends Node
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const FRICTION = 0.01
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const WALK_SPEED_DEFAULT = 8
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const RUN_SPEED_DEFAULT = 12
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# var _inputDir:Vector2 = Vector2.ZERO
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# var _running:bool = false
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@export var entity:Entity
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@export var interactingArea:EntityInteractingArea
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# @export var rotate:Node3D
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@export var walkSpeed:float = WALK_SPEED_DEFAULT
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# @export var runSpeed:float = RUN_SPEED_DEFAULT
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#
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# Private Methods
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#
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func _applyGravity() -> void:
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if !entity.is_on_floor():
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entity.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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func _applyPlayerMovement(_delta:float):
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if Input.is_action_just_pressed("interact") && interactingArea && interactingArea.hasInteraction():
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interactingArea.interact()
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return
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var inputDir:Vector2 = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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# Use camera orientation for movement direction
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var camBasis = cameraCurrent.global_transform.basis
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# Forward and right vectors, ignore vertical component
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var forward = -camBasis.z
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forward.y = 0
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forward = forward.normalized()
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var right = camBasis.x
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right.y = 0
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right = right.normalized()
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var directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
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if directionAdjusted.length() <= 0.01:
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return
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var speed = walkSpeed
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entity.velocity.x = directionAdjusted.x * speed
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entity.velocity.z = directionAdjusted.z * speed
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func _applyMovement(delta:float) -> void:
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if !_canMove():
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return
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if entity.movementType == Entity.MovementType.PLAYER:
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_applyPlayerMovement(delta)
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func _applyFriction(delta:float) -> void:
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entity.velocity.x *= delta * FRICTION
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entity.velocity.z *= delta * FRICTION
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func _canMove() -> bool:
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return true
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#
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# Callbacks
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#
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func _enter_tree() -> void:
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pass
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func _physics_process(delta:float) -> void:
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# Entity required to move
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if !entity || entity.movementType == Entity.MovementType.DISABLED || !entity.visible:
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return
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_applyGravity()
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_applyFriction(delta)
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_applyMovement(delta)
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entity.move_and_slide()
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