Figments-of-the-Night/scripts/player/player.gd
Gerard Gascón b99855351d init
2025-04-24 17:23:34 +02:00

84 lines
2.2 KiB
GDScript

extends CharacterBody3D
@export var SPEED = 5.0
const MOUSE_SENSITIVITY_X = 0.3
const MOUSE_SENSITIVITY_Y = 0.15
const MAX_ROTATION = 85.0
var rotation_x = 0.0
var in_dialogue = false
@export var raycast: RayCast3D
@export var eyes: Node2D
@export var photo_preview: Control
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var enabled = false
func enable():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
enabled = true
func _input(event):
if !enabled || DialogueManager.is_dialog_active:
return
if in_dialogue:
photo_preview.hide_picture()
eyes.timer_going = true
in_dialogue = false
if event is InputEventMouseMotion:
rotation_degrees.y -= MOUSE_SENSITIVITY_X * event.relative.x
rotation_x -= MOUSE_SENSITIVITY_Y * event.relative.y
rotation_x = clamp(rotation_x, -MAX_ROTATION, MAX_ROTATION)
$Camera3D.rotation_degrees.x = rotation_x
var npc: CharacterBody3D
func _process(delta):
if !enabled:
return
if raycast.is_colliding():
npc = raycast.get_collider()
npc.pointing(true)
if Input.is_action_just_pressed("interact"):
DialogueManager.start_dialog(raycast.get_collider().get_text())
if raycast.get_collider().is_photo():
photo_preview.show_picture(raycast.get_collider().get_photo_index())
raycast.get_collider().destroy()
in_dialogue = true
eyes.timer_going = false
elif npc != null:
npc.pointing(false)
npc = null
func _physics_process(delta):
if !enabled:
return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if DialogueManager.is_dialog_active:
velocity = Vector3(0, velocity.y, 0)
move_and_slide()