159 lines
4.7 KiB
GDScript
159 lines
4.7 KiB
GDScript
extends CharacterBody3D
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const WALK_SPEED = 6.0
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const CHARGE_SPEED = 180.0
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const WALK_ACCEL = 14.0
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const CHARGE_ACCEL = 40.0
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const DECELERATION = 12.0
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const CHARGE_DECEL = 3.5
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const WALK_TURN_FAST = 8.0
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const WALK_TURN_SLOW = 3.5
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const CHARGE_TURN = 0.55
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const JUMP_VELOCITY = 4.5
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# Hoof positions in bull_v10 local space — tweak y/z if hooves don't line up with the model
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const HOOF_OFFSETS: Array = [
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Vector3(-0.30, -0.25, -0.50),
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Vector3( 0.30, -0.25, -0.50),
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Vector3(-0.30, -0.25, 0.60),
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Vector3( 0.30, -0.25, 0.60),
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]
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@export var visual_turn_speed: float = 12.0
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@onready var camera_pivot: Node3D = $SpringArmPivot
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@onready var cube_guy: Node3D = $bull_v10
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var current_speed: float = 0.0
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var facing_angle: float = 0.0
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var _hoof_emitters: Array[CPUParticles3D] = []
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enum _DustState { NONE, WALK, CHARGE }
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var _dust_state: _DustState = _DustState.NONE
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func _ready() -> void:
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_setup_hoof_dust()
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func _setup_hoof_dust() -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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# 4×2 sphere = chunky low-poly diamond shape
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var sphere := SphereMesh.new()
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sphere.radius = 0.10
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sphere.height = 0.20
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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# sand colour, fades to transparent over lifetime
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var ramp := Gradient.new()
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ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
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ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0))
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# puff blooms up then vanishes
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 0.2))
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scale_curve.add_point(Vector2(0.4, 1.0))
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scale_curve.add_point(Vector2(1.0, 0.0))
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for offset: Vector3 in HOOF_OFFSETS:
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var p := CPUParticles3D.new()
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p.position = offset
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p.emitting = false
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p.amount = 12
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p.lifetime = 0.9
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p.explosiveness = 0.35
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p.randomness = 0.6
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p.local_coords = false
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p.direction = Vector3(0.0, 1.0, 0.0)
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p.spread = 45.0
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p.gravity = Vector3(0.0, -1.5, 0.0)
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p.initial_velocity_min = 0.8
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p.initial_velocity_max = 1.8
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p.scale_amount_min = 0.4
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p.scale_amount_max = 0.7
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p.mesh = sphere
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p.color_ramp = ramp
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p.scale_amount_curve = scale_curve
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cube_guy.add_child(p)
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_hoof_emitters.append(p)
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func _set_dust_state(new_state: _DustState) -> void:
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if new_state == _dust_state:
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return
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_dust_state = new_state
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for p: CPUParticles3D in _hoof_emitters:
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match new_state:
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_DustState.NONE:
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p.emitting = false
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_DustState.WALK:
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p.scale_amount_min = 0.35
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p.scale_amount_max = 0.65
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p.initial_velocity_min = 0.8
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p.initial_velocity_max = 1.8
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p.emitting = true
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_DustState.CHARGE:
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p.scale_amount_min = 1.0
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p.scale_amount_max = 2.2
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p.initial_velocity_min = 2.8
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p.initial_velocity_max = 5.5
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p.emitting = true
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var cam_basis := camera_pivot.global_transform.basis
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var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized()
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var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized()
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var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized()
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if direction:
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var target_angle := atan2(direction.x, direction.z)
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if current_speed < 0.01:
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facing_angle = target_angle
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var charging := Input.is_key_pressed(KEY_SHIFT)
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var speed_t: float = clampf(current_speed / WALK_SPEED, 0.0, 1.0)
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var turn_rate: float = CHARGE_TURN if charging else lerpf(WALK_TURN_FAST, WALK_TURN_SLOW, speed_t)
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var diff := wrapf(target_angle - facing_angle, -PI, PI)
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facing_angle += clampf(diff, -turn_rate * delta, turn_rate * delta)
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var top_speed: float = CHARGE_SPEED if charging else WALK_SPEED
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var accel: float = CHARGE_ACCEL if charging else WALK_ACCEL
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current_speed = move_toward(current_speed, top_speed, accel * delta)
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else:
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var charging := Input.is_key_pressed(KEY_SHIFT)
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var decel: float = CHARGE_DECEL if charging else DECELERATION
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current_speed = move_toward(current_speed, 0.0, decel * delta)
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velocity.x = sin(facing_angle) * current_speed
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velocity.z = cos(facing_angle) * current_speed
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cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, facing_angle, delta * visual_turn_speed)
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move_and_slide()
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var charging := Input.is_key_pressed(KEY_SHIFT)
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if current_speed > 0.5 and is_on_floor():
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_set_dust_state(_DustState.CHARGE if charging else _DustState.WALK)
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else:
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_set_dust_state(_DustState.NONE)
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