bgen/demo/scripts/arcade/player_arcade.gd

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2026-04-16 21:04:50 -04:00
class_name PlayerArcade
extends CharacterBody3D
# Arcade player: same FPS controller as the demo, plus HP and a melee
# attack on left-click. Emits hp_changed and died signals; arcade_scene
# listens and updates the HUD / restart logic.
signal hp_changed(current: int, maximum: int)
signal died
signal attacked(hit_point: Vector3, hit_body: Node)
@export var speed := 6.0
@export var run_multiplier := 1.8
@export var jump_velocity := 6.0
@export var gravity := 22.0
@export var mouse_sensitivity := 0.002
@export var max_hp := 20
@export var melee_range := 1.6
@export var melee_damage := 6
@export var melee_cooldown := 0.35
@onready var camera: Camera3D = $Camera3D
var hp := 20
var _pitch := 0.0
var _captured := false
var _melee_timer := 0.0
var _alive := true
func _ready() -> void:
hp = max_hp
hp_changed.emit(hp, max_hp)
_capture()
func _capture() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
_captured = true
func _release() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_captured = false
func _unhandled_input(event: InputEvent) -> void:
if not _alive:
return
if event is InputEventMouseMotion and _captured:
var m := event as InputEventMouseMotion
rotation.y -= m.relative.x * mouse_sensitivity
_pitch -= m.relative.y * mouse_sensitivity
_pitch = clamp(_pitch, deg_to_rad(-85.0), deg_to_rad(85.0))
camera.rotation.x = _pitch
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
_release()
elif event is InputEventMouseButton and event.pressed:
if not _captured:
_capture()
elif event.button_index == MOUSE_BUTTON_LEFT:
_try_attack()
func _physics_process(delta: float) -> void:
if not _alive:
return
if _melee_timer > 0.0:
_melee_timer -= delta
if not is_on_floor():
velocity.y -= gravity * delta
var input := Vector2.ZERO
if Input.is_key_pressed(KEY_W): input.y -= 1.0
if Input.is_key_pressed(KEY_S): input.y += 1.0
if Input.is_key_pressed(KEY_A): input.x -= 1.0
if Input.is_key_pressed(KEY_D): input.x += 1.0
input = input.normalized()
var s := speed
if Input.is_key_pressed(KEY_SHIFT):
s *= run_multiplier
var forward := -transform.basis.z
var right := transform.basis.x
var horiz := (forward * -input.y + right * input.x) * s
velocity.x = horiz.x
velocity.z = horiz.z
if is_on_floor() and Input.is_key_pressed(KEY_SPACE):
velocity.y = jump_velocity
move_and_slide()
# Deal damage to any enemy within melee_range in front of the camera.
func _try_attack() -> void:
if _melee_timer > 0.0:
return
_melee_timer = melee_cooldown
var origin := camera.global_position
var dir := -camera.global_transform.basis.z
var space := get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(origin, origin + dir * melee_range)
query.exclude = [self]
var hit := space.intersect_ray(query)
if hit.is_empty():
return
var body := hit.get("collider") as Node
if body and body.has_method("take_damage"):
body.take_damage(melee_damage, self)
attacked.emit(hit.get("position", Vector3.ZERO), body)
# Called by enemies.
func take_damage(amount: int, _source: Node) -> void:
if not _alive:
return
hp = max(0, hp - amount)
hp_changed.emit(hp, max_hp)
if hp <= 0:
_alive = false
died.emit()