Files
Dawn-Godot/entity/EntityMovement.gd

149 lines
3.3 KiB
GDScript

@tool
class_name EntityMovement extends Node
const FRICTION = 0.01
enum FacingDirection {
SOUTH = 0,
EAST = 1,
NORTH = 2,
WEST = 3
};
const FacingDirWalkAnimations = {
FacingDirection.SOUTH: "walk_south",
FacingDirection.EAST: "walk_east",
FacingDirection.NORTH: "walk_north",
FacingDirection.WEST: "walk_west"
};
const FacingDirAngle = {
FacingDirection.SOUTH: 0.0,
FacingDirection.EAST: PI / 2,
FacingDirection.NORTH: PI,
FacingDirection.WEST: -PI / 2
};
var _inputDir:Vector2 = Vector2.ZERO
var _facingDir:FacingDirection = FacingDirection.SOUTH
var _running:bool = false
@export var body:CharacterBody3D
@export var rotate:Node3D
@export var sprite:AnimatedSprite3D
@export var walkSpeed:float = 48.0
@export var runSpeed:float = 64.0
@export var facingDir:FacingDirection = FacingDirection.SOUTH:
set(value):
_facingDir = value
_updateSprite()
get:
return _facingDir
#
# Private Methods
#
func _updateSprite() -> void:
if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
return
sprite.animation = FacingDirWalkAnimations[facingDir]
func _applyFacingDir() -> void:
if !sprite || _inputDir.length() <= 0.01:
return
if _inputDir.y > 0:
if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.NORTH
else:
facingDir = FacingDirection.NORTH
elif _inputDir.y < 0:
if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.SOUTH
else:
facingDir = FacingDirection.SOUTH
elif _inputDir.x > 0:
facingDir = FacingDirection.EAST
else:
facingDir = FacingDirection.WEST
func _applyGravity() -> void:
if !body.is_on_floor():
body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func _applyMovement() -> void:
if !canMove():
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Use camera orientation for movement direction
var camBasis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -camBasis.z
forward.y = 0
forward = forward.normalized()
var right = camBasis.x
right.y = 0
right = right.normalized()
var directionAdjusted = (
forward * _inputDir.y + right * _inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
if rotate:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotate.rotation.y = targetRot
var speed = walkSpeed
if _running:
speed = runSpeed
body.velocity.x = directionAdjusted.x * speed
body.velocity.z = directionAdjusted.z * speed
func _applyFriction(delta:float) -> void:
body.velocity.x *= delta * FRICTION
body.velocity.z *= delta * FRICTION
#
# Protected Methods
#
func canMove() -> bool:
return true
#
# Callbacks
#
func _enter_tree() -> void:
_updateSprite()
func _physics_process(delta:float) -> void:
if Engine.is_editor_hint():
return
if !body:
return
_applyGravity()
_applyFriction(delta)
_applyMovement()
_applyFacingDir()
body.move_and_slide()