Files
KickSurvivors/scripts/Player.gd
T
2026-04-22 13:36:22 +03:00

232 lines
6.6 KiB
GDScript

extends CharacterBody3D
signal died
signal health_changed(current: int, maximum: int)
@export var move_speed: float = 7.0
@export var kick_range: float = 3.5
@export var kick_force: float = 22.0
@export var kick_cooldown: float = 0.6
@export var kick_angle: float = 120.0
@export var max_health: int = 100
var health: int = max_health
var kick_timer: float = 0.0
var invincible_timer: float = 0.0
var is_alive: bool = true
var last_move_dir: Vector3 = Vector3.FORWARD
var mesh_node: MeshInstance3D
var player_mat: StandardMaterial3D
var indicator_node: MeshInstance3D
var indicator_mat: StandardMaterial3D
const IFRAMES_DURATION := 0.6
const BASE_COLOR := Color(0.2, 0.55, 1.0)
func _ready() -> void:
add_to_group("player")
_build_visuals()
_build_collider()
func _build_visuals() -> void:
mesh_node = MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = 0.4
capsule.height = 1.0
mesh_node.mesh = capsule
mesh_node.position.y = 0.5
player_mat = StandardMaterial3D.new()
player_mat.albedo_color = BASE_COLOR
player_mat.roughness = 0.6
player_mat.metallic = 0.2
mesh_node.material_override = player_mat
add_child(mesh_node)
# Kick arc indicator (sector/fan mesh on floor)
indicator_node = MeshInstance3D.new()
indicator_node.mesh = _make_kick_arc_mesh()
indicator_node.position.y = 0.02
indicator_mat = StandardMaterial3D.new()
indicator_mat.albedo_color = Color(1.0, 0.85, 0.1, 0.2)
indicator_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
indicator_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
indicator_mat.no_depth_test = true
indicator_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
indicator_node.material_override = indicator_mat
add_child(indicator_node)
func _make_kick_arc_mesh() -> ArrayMesh:
var verts := PackedVector3Array()
var half_rad: float = deg_to_rad(kick_angle * 0.5)
const SEGS := 24
verts.append(Vector3(0.0, 0.0, 0.0))
for i in range(SEGS + 1):
var t: float = float(i) / float(SEGS)
var a: float = lerpf(-half_rad, half_rad, t)
verts.append(Vector3(sin(a) * kick_range, 0.0, -cos(a) * kick_range))
var indices := PackedInt32Array()
for i in range(SEGS):
indices.append(0)
indices.append(i + 1)
indices.append(i + 2)
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _build_collider() -> void:
var col := CollisionShape3D.new()
var shape := CapsuleShape3D.new()
shape.radius = 0.4
shape.height = 1.0
col.shape = shape
col.position.y = 0.5
add_child(col)
func _physics_process(delta: float) -> void:
if not is_alive:
return
_handle_movement(delta)
_handle_kick(delta)
_handle_iframes(delta)
if Input.is_action_just_pressed("ui_accept") and kick_timer <= 0.0:
_do_kick()
func _handle_movement(delta: float) -> void:
var input_x: float = (
float(Input.is_key_pressed(KEY_D) or Input.is_key_pressed(KEY_RIGHT)) -
float(Input.is_key_pressed(KEY_A) or Input.is_key_pressed(KEY_LEFT))
)
var input_z: float = (
float(Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_DOWN)) -
float(Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_UP))
)
# Camera-relative movement: camera is independent (mouse-controlled), no feedback loop
var cam := get_viewport().get_camera_3d()
if (abs(input_x) > 0.0 or abs(input_z) > 0.0) and cam != null:
var cam_fwd := -cam.global_transform.basis.z
cam_fwd.y = 0.0
if cam_fwd.length() > 0.01:
cam_fwd = cam_fwd.normalized()
else:
cam_fwd = Vector3(0.0, 0.0, -1.0)
var cam_right := cam.global_transform.basis.x
cam_right.y = 0.0
if cam_right.length() > 0.01:
cam_right = cam_right.normalized()
else:
cam_right = Vector3(1.0, 0.0, 0.0)
var move := cam_fwd * (-input_z) + cam_right * input_x
if move.length() > 0.01:
move = move.normalized()
velocity.x = move.x * move_speed
velocity.z = move.z * move_speed
last_move_dir = move
var target_y: float = atan2(-move.x, -move.z)
rotation.y = lerp_angle(rotation.y, target_y, 16.0 * delta)
else:
velocity.x = move_toward(velocity.x, 0.0, move_speed * 12.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, move_speed * 12.0 * delta)
velocity.y = 0.0
move_and_slide()
func _handle_kick(delta: float) -> void:
kick_timer = max(0.0, kick_timer - delta)
var t: float = clamp(1.0 - kick_timer / kick_cooldown, 0.0, 1.0)
indicator_mat.albedo_color.a = 0.05 + t * 0.3
func _handle_iframes(delta: float) -> void:
if invincible_timer > 0.0:
invincible_timer -= delta
if invincible_timer > 0.0:
mesh_node.visible = fmod(invincible_timer * 10.0, 1.0) > 0.5
else:
mesh_node.visible = true
func _do_kick() -> void:
kick_timer = kick_cooldown
var forward := -global_transform.basis.z
forward.y = 0.0
if forward.length() > 0.01:
forward = forward.normalized()
else:
forward = Vector3(0, 0, -1)
var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
var enemies := get_tree().get_nodes_in_group("enemies")
var kicked_any := false
for e in enemies:
if not is_instance_valid(e):
continue
var en := e as Node3D
if en == null:
continue
var diff := en.global_position - global_position
diff.y = 0.0
var dist := diff.length()
if dist < 0.1 or dist > kick_range:
continue
var dir_to_enemy := diff / dist
if dir_to_enemy.dot(forward) >= half_cos:
en.call("receive_kick", dir_to_enemy, kick_force)
kicked_any = true
if kicked_any:
_squish_effect()
func _squish_effect() -> void:
var tw := create_tween()
tw.tween_property(mesh_node, "scale", Vector3(1.3, 0.55, 1.3), 0.07)
tw.tween_property(mesh_node, "scale", Vector3(1.0, 1.0, 1.0), 0.18)
func take_damage(amount: int) -> void:
if not is_alive or invincible_timer > 0.0:
return
invincible_timer = IFRAMES_DURATION
health = max(0, health - amount)
emit_signal("health_changed", health, max_health)
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color.RED, 0.08)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.25)
if health <= 0:
_die()
func _die() -> void:
is_alive = false
emit_signal("died")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.0, 2.0), 0.35)
func apply_upgrade(id: String) -> void:
match id:
"kick_force":
kick_force += 6.0
"kick_range":
kick_range += 0.7
indicator_node.mesh = _make_kick_arc_mesh()
"kick_cooldown":
kick_cooldown = max(0.12, kick_cooldown - 0.09)
"move_speed":
move_speed += 1.2
"max_health":
max_health += 30
health = min(health + 30, max_health)
emit_signal("health_changed", health, max_health)