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authorjacopograndi <jacopo.grandi@outlook.it>2021-12-09 00:52:59 +0100
committerjacopograndi <jacopo.grandi@outlook.it>2021-12-09 00:52:59 +0100
commit0f518727c28d3204415db14c7ca0e4f7cb653677 (patch)
treea595121771b69a52f17154d8e5c61b7e4b2b8190 /scripts/movement.gd
working
Diffstat (limited to 'scripts/movement.gd')
-rw-r--r--scripts/movement.gd385
1 files changed, 385 insertions, 0 deletions
diff --git a/scripts/movement.gd b/scripts/movement.gd
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+++ b/scripts/movement.gd
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+extends KinematicBody
+
+var vel = Vector3()
+var rot = Quat()
+var rotx = Quat()
+var roty = Quat()
+
+var sensitivity_mouse = 0.1
+
+var ray
+
+var _normal = Vector3.ZERO
+var _colliding = false
+var _colliding_group = []
+var _colliding_node
+
+var _world
+
+var _turret : PackedScene
+var _turret_holder
+var _turret_blues = []
+
+var _attach_point
+var _attach_point_holder
+
+var _path_start
+var _path
+var _path_end
+var _path_holder
+
+var sel = 0;
+var sel_map = [
+ "turrets", "path start", "path", "path end", "attach point"
+]
+
+func _ready():
+ ray = find_node("RayCast")
+
+ ray.enabled = true
+ ray.collide_with_areas = false
+
+ Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+
+ _world = self.get_parent().find_node("world")
+ _turret_holder = self.get_parent().find_node("turrets")
+ _path_holder = self.get_parent().find_node("path")
+ _attach_point_holder = self.get_parent().find_node("attach")
+
+ _turret = load("res://scenes/turret.tscn")
+ _path_start = load("res://scenes/path_start.tscn")
+ _path = load("res://scenes/path.tscn")
+ _path_end = load("res://scenes/path_end.tscn")
+ _attach_point = load("res://scenes/attach_point.tscn")
+
+ load_turrets()
+
+ #_save()
+ _load()
+
+func load_turrets():
+ _turret_blues = []
+ var dir = Directory.new()
+ dir.open("res://models/turrets")
+ dir.list_dir_begin(true)
+ var turr = dir.get_next()
+ while turr != "":
+ if (turr.ends_with(".glb")):
+ _turret_blues.append(load("res://models/turrets/" + turr))
+ turr = dir.get_next()
+
+func get_map_state ():
+ var state = {}
+
+ state["voxels"] = []
+ for pos in _world.get_voxels():
+ var vox = { "pos": [pos.x, pos.y, pos.z], "id":_world.get_voxel_id(pos) }
+ state["voxels"] += [vox]
+
+ state["path"] = []
+ for node in _path_holder.get_children():
+ var pos = node.transform.origin;
+ var rot = node.transform.basis.get_rotation_quat();
+ var pobj = {
+ "pos": [pos.x, pos.y, pos.z],
+ "rot": [rot.x, rot.y, rot.z, rot.w],
+ "id": node.name
+ }
+ state["path"] += [pobj]
+
+ state["attach"] = []
+ for node in _attach_point_holder.get_children():
+ var pos = node.transform.origin;
+ var rot = node.transform.basis.get_rotation_quat();
+ var pobj = {
+ "pos": [pos.x, pos.y, pos.z],
+ "rot": [rot.x, rot.y, rot.z, rot.w],
+ "id": node.name
+ }
+ state["attach"] += [pobj]
+
+ return state
+
+func set_map_state (state):
+ _world.erase_voxels()
+ for vox in state["voxels"]:
+ var vecpos = Vector3(vox.pos[0], vox.pos[1], vox.pos[2]);
+ _world.set_voxel(vecpos, vox.id)
+ _world.update_mesh()
+
+ clear_children(_path_holder)
+ for pobj in state["path"]:
+ var blue = _path
+ if "start" in pobj.id:
+ blue = _path_start
+ if "end" in pobj.id:
+ blue = _path_end
+ var instance = blue.instance()
+ _path_holder.add_child(instance)
+ var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
+ instance.transform.origin = vecpos;
+ var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
+ instance.transform.basis = Basis(quat);
+
+ clear_children(_attach_point_holder)
+ for pobj in state["attach"]:
+ var blue = _attach_point
+ var instance = blue.instance()
+ _attach_point_holder.add_child(instance)
+ var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
+ instance.transform.origin = vecpos;
+ var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
+ instance.transform.basis = Basis(quat);
+
+
+func _save():
+ var save_game = File.new()
+ save_game.open("user://map0.json", File.WRITE)
+ save_game.store_string(to_json(get_map_state()))
+ save_game.close()
+
+func _load():
+ var save_game = File.new()
+ save_game.open("user://map0.json", File.READ)
+ var raw = save_game.get_as_text()
+ save_game.close()
+
+ print(raw)
+ var state = parse_json(raw)
+ set_map_state(state)
+
+func _process(delta):
+ if Input.is_action_just_released("save"):
+ _save()
+ if Input.is_action_just_released("load"):
+ _load()
+
+func clear_children (node):
+ for n in node.get_children():
+ node.remove_child(n)
+ n.queue_free()
+
+func _move_input(delta):
+ var dir = Vector3()
+
+ var input_movement_vector = Vector3()
+ if Input.is_action_pressed("movement_forward"):
+ input_movement_vector.z -= 1
+ if Input.is_action_pressed("movement_backward"):
+ input_movement_vector.z += 1
+ if Input.is_action_pressed("movement_left"):
+ input_movement_vector.x -= 1
+ if Input.is_action_pressed("movement_right"):
+ input_movement_vector.x += 1
+ if Input.is_action_pressed("movement_up"):
+ input_movement_vector.y += 1
+ if Input.is_action_pressed("movement_down"):
+ input_movement_vector.y -= 1
+ input_movement_vector = input_movement_vector.normalized()
+
+ if Input.is_action_just_pressed("ui_cancel"):
+ if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
+ Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+ else:
+ Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
+
+ dir = rot * input_movement_vector
+
+ vel += dir * delta;
+ vel *= 0.8
+
+ var collision = self.move_and_collide(vel)
+ if collision: vel = Vector3(0, 0, 0)
+
+func _physics_process(delta):
+ if Input.is_action_just_released("cycle_forward"):
+ sel += 1
+ if sel >= len(sel_map):
+ sel = len(sel_map)-1
+ if Input.is_action_just_released("cycle_backward"):
+ sel -= 1
+ if sel < 0:
+ sel = 0
+
+ if "path" in sel_map[sel]:
+ ray.collision_mask = 3
+ else:
+ ray.collision_mask = 1
+
+ _move_input(delta)
+ _pointer()
+
+func check_overlap_pointer():
+ var ptr = self.get_parent().find_node("pointer");
+
+ var overlap = false
+ var space = get_world().direct_space_state
+
+ var center = ptr.transform.origin + _normal*0.25
+
+ var shape: = BoxShape.new()
+ shape.extents = Vector3(0.24, 0.24, 0.24)
+
+ var params: = PhysicsShapeQueryParameters.new()
+ params.set_shape(shape)
+ params.collision_mask = 3
+ params.transform = Transform.IDENTITY
+ params.transform.origin = center
+
+ var result = space.intersect_shape(params)
+ for body in result:
+ if !body.collider.get_parent().is_in_group("attach"):
+ overlap = true
+ break
+
+ for pos in _world.get_voxels():
+ var wpos = pos * 0.5
+ wpos += Vector3.ONE * (0.5 / 2)
+ var dist = (wpos - center).length_squared()
+ if dist < 0.1:
+ overlap = true
+ break
+
+ for node in _path_holder.get_children():
+ var pos = node.transform.origin
+ var dist = (pos - center).length_squared()
+ if dist < 0.1:
+ overlap = true
+ break
+
+ return overlap
+
+func place_turret ():
+ var ptr = self.get_parent().find_node("pointer");
+ if Input.is_action_just_pressed("use"):
+ if _colliding && "attach" in _colliding_group:
+ if !check_overlap_pointer():
+ var instance = _turret.instance()
+ _turret_holder.add_child(instance)
+ instance.transform.origin = ptr.transform.origin;
+ instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+ instance.refresh_normal()
+ var instance_model = _turret_blues[0].instance()
+ instance_model.name = "model"
+ instance.add_child(instance_model)
+ instance.refresh_model()
+
+ if Input.is_action_just_pressed("cancel"):
+ if _colliding && "turrets" in _colliding_group:
+ _colliding_node.queue_free()
+
+func place_start_path ():
+ var ptr = self.get_parent().find_node("pointer");
+ if Input.is_action_just_pressed("use"):
+ if _colliding && "voxels" in _colliding_group:
+ if !check_overlap_pointer():
+ var instance = _path_start.instance()
+ _path_holder.add_child(instance)
+ instance.transform.origin = ptr.transform.origin + _normal * 0.25;
+ instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+
+ if Input.is_action_just_pressed("cancel"):
+ if _colliding && "path" in _colliding_group:
+ _colliding_node.queue_free()
+
+func place_path ():
+ var ptr = self.get_parent().find_node("pointer");
+ if Input.is_action_just_pressed("use"):
+ if _colliding && "path" in _colliding_group:
+ if !check_overlap_pointer():
+ var instance = _path.instance()
+ _path_holder.add_child(instance)
+ instance.transform.origin = ptr.transform.origin + _normal * 0.25;
+ instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+ instance.set_name("path")
+
+ _colliding_node.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+
+ if Input.is_action_just_pressed("cancel"):
+ if _colliding && "path" in _colliding_group:
+ _colliding_node.queue_free()
+
+func place_path_end ():
+ var ptr = self.get_parent().find_node("pointer");
+ if Input.is_action_just_pressed("use"):
+ if _colliding && "path" in _colliding_group:
+ if !check_overlap_pointer():
+ var instance = _path_end.instance()
+ _path_holder.add_child(instance)
+ instance.transform.origin = ptr.transform.origin + _normal * 0.25
+ instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+
+ if Input.is_action_just_pressed("cancel"):
+ if _colliding && "path" in _colliding_group:
+ _colliding_node.queue_free()
+
+func place_attach ():
+ var ptr = self.get_parent().find_node("pointer");
+ if Input.is_action_just_pressed("use"):
+ if _colliding && "voxels" in _colliding_group:
+ if !check_overlap_pointer():
+ var instance = _attach_point.instance()
+ _attach_point_holder.add_child(instance)
+ instance.transform.origin = ptr.transform.origin;
+ instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat());
+
+ if Input.is_action_just_pressed("cancel"):
+ if _colliding && "attach" in _colliding_group:
+ _colliding_node.queue_free()
+
+func _pointer ():
+ var ptr = self.get_parent().find_node("pointer");
+
+ match sel:
+ 0:
+ place_turret()
+ 1:
+ place_start_path()
+ 2:
+ place_path()
+ 3:
+ place_path_end()
+ 4:
+ place_attach()
+
+ var from = self.transform.origin
+ var to = from + (rot * Vector3.FORWARD) * 5
+
+ ptr.transform.origin = to
+
+ if ray.is_colliding():
+ _colliding = true
+ _normal = ray.get_collision_normal().normalized();
+ var pos = ray.get_collision_point()
+
+ var node = ray.get_collider().get_parent()
+ _colliding_node = node
+ _colliding_group = node.get_groups()
+
+ if ("voxels" in _colliding_group or "path" in _colliding_group):
+ var _cursor_position = ray.get_collision_point() - _normal * (0.5 / 2)
+ var tran = 0.5 *_cursor_position
+ tran += Vector3.ONE * (0.5 / 2) + _normal* (0.5 / 2)
+ pos = tran
+
+ if ("attach" in _colliding_group):
+ pos = node.global_transform.origin;
+ _normal = (node.global_transform.basis.get_rotation_quat() * Vector3.UP).normalized();
+
+ ptr.transform.basis = Basis(Utils.quat_look(_normal, Vector3.UP))
+ ptr.transform.origin = pos
+ else:
+ _colliding = false
+ _colliding_group = []
+
+func _input(event):
+ if event is InputEventMouseMotion:
+ var mouse = Vector2(
+ deg2rad(event.relative.x) * -1,
+ deg2rad(event.relative.y) * -1)
+ mouse *= sensitivity_mouse
+ rotx *= Quat(Vector3(0, mouse.x, 0))
+ roty *= Quat(Vector3(mouse.y, 0, 0))
+
+ rot = (rotx * roty).normalized()
+ self.transform.basis = Basis(rot)