FPS Controller

This commit is contained in:
2025-11-13 08:05:46 -05:00
parent c6e4d4f725
commit 14000f0096
177 changed files with 6311 additions and 7 deletions

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[gd_resource type="Theme" load_steps=0 format=3 uid="uid://cdl3vdrwd2dmk"]
[resource]

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extends Camera3D
signal wall_hit(wall_id, position, cutter)
func shoot_ray() -> Dictionary:
var mouse_position = get_viewport().get_mouse_position()
var ray_length = 1000
var from = project_ray_origin(mouse_position)
var to = from + project_ray_normal(mouse_position) * ray_length
var space = get_world_3d().direct_space_state
var ray_query = PhysicsRayQueryParameters3D.new()
ray_query.from = from
ray_query.to = to
var raycast_result = space.intersect_ray(ray_query)
return raycast_result
func _input(event: InputEvent) -> void:
if event.is_action_pressed("left_click"):
var query_result = shoot_ray()
if query_result:
var cutter: PackedVector2Array = Cutter.circleCutter()
wall_hit.emit(query_result["collider_id"], query_result["position"], cutter)

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uid://cs057402w7w17

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extends Node
class_name Cutter
static func circleCutter(num_sides = 10, perimerter_length = 0.5) -> PackedVector2Array:
var line_length: float = perimerter_length/num_sides
var line_angle: float = 360.0/num_sides
var current_angle: float = 0.0
var vectors: PackedVector2Array
for i in num_sides:
var vector: Vector2 = Vector2.ZERO
if i == 0:
current_angle += line_angle
vector = Vector2(line_length * cos(deg_to_rad(current_angle)), line_length * sin(deg_to_rad(current_angle)))
vectors.append(vector)
else:
current_angle += line_angle
vector = Vector2(vectors[i-1].x + line_length * cos(deg_to_rad(current_angle)), vectors[i-1].y + line_length * sin(deg_to_rad(current_angle)))
vectors.append(vector)
return vectors

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uid://cd5la8wwjk34w

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extends Node
@export var outer_polygon: PackedVector2Array
@export var inner_polygons: Array[PackedVector2Array]
@export var edge_non_fracture: float = 0.1
@onready var camera: Camera3D = get_node("/root/Node3D/Camera3D")
@onready var meshInstance = MeshInstance3D.new()
@onready var parentNode = get_node("..")
var depth: float:
set(value):
if value > 0:
depth = -value
depth = value
var static_body: StaticBody3D
func _ready() -> void:
assert(camera, "camera was not found")
assert(len(outer_polygon) > 2, "outer polygon does not meet the required length")
camera.connect("wall_hit", _handle_hit_signal)
self.add_child(meshInstance)
_draw()
func _draw():
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
var mesh = meshGenerator.commit_mesh()
meshInstance.mesh = mesh
meshInstance.create_trimesh_collision()
static_body = _find_static_body()
func _re_draw():
meshInstance.remove_child(static_body)
static_body.queue_free()
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
var mesh = meshGenerator.commit_mesh()
meshInstance.mesh = mesh
meshInstance.create_trimesh_collision()
static_body = _find_static_body()
func _handle_hit_signal(wall_id: int, position: Vector3, cutter: PackedVector2Array):
# validate that the hit was to this wall, if not return
if wall_id != static_body.get_instance_id():
return
var hole_position_offset = self.position + position
var hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y)
# translate the cutter
var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter
_add_hole(hole_vectors)
_re_draw()
func _add_hole(new_hole: PackedVector2Array):
var values_to_remove = []
var merged: PackedVector2Array = new_hole
for index in range(len(self.inner_polygons)):
var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index])
if len(result) == 1:
merged = result[0]
values_to_remove.append(self.inner_polygons[index])
elif len(result) > 1:
# need to check that they have no overlapping area if they do clip
var overlap = Geometry2D.intersect_polygons(result[0], result[1])
if len(overlap) != 0:
merged = Geometry2D.clip_polygons(result[0], result[1])[0]
values_to_remove.append(self.inner_polygons[index])
for i in values_to_remove:
self.inner_polygons.erase(i)
inner_polygons.append(merged)
func _find_static_body():
for child in meshInstance.get_children():
if child is StaticBody3D:
return child

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extends Node
class_name GeoPolyMesh
var surface_array = []
var verts = PackedVector3Array()
var uvs = PackedVector3Array()
var normals = PackedVector3Array()
var array_mesh = ArrayMesh.new()
var _v_indexes = []
var _v_points = []
var edges = {}
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -0.1):
assert(len(vector_indexes) % 3 == 0 && len(vector_indexes) != 0, "Number of vertex points is not divisible by 3, invalid triangle verticies")
surface_array.resize(Mesh.ARRAY_MAX)
self._v_indexes = vector_indexes
for point in vector_points:
self._v_points.append(Vector3(point.x, point.y, 0))
self._pre_process_edges()
self._draw_mesh()
self._extrude_mesh(depth)
self._draw_sides(depth)
func calculate_area(mesh_vertices: PackedVector2Array) -> float:
var result := 0.0
var num_vertices := mesh_vertices.size()
for q in range(num_vertices):
var p = (q - 1 + num_vertices) % num_vertices
result += mesh_vertices[q].cross(mesh_vertices[p])
return result * 0.5
# edges are any verticies that share only on triangle
func _pre_process_edges():
var faces = UTIL.chunk_array(self._v_indexes, 3)
for vertices in faces:
for v_inx in range(len(vertices)):
var vertexA = vertices[v_inx]
var vertexB = vertices[(v_inx+1) % 3]
var min_index = min(vertexA, vertexB)
var max_index = max(vertexA, vertexB)
var edge = self.edges.get([min_index, max_index])
if !edge:
self.edges[[min_index, max_index]] = 1
else:
self.edges[[min_index, max_index]] += 1
func get_loops():
var unvisted_edges = self.get_outline_edge()
var loops = []
while len(unvisted_edges) != 0:
var loop = []
loop.append_array(unvisted_edges.pop_back())
var v_next = loop.back()
while loop[0] != v_next:
for ue_ind in range(len(unvisted_edges)):
var v1 = unvisted_edges[ue_ind][0]
var v2 = unvisted_edges[ue_ind][1]
if v_next == v1:
loop.append(v2)
unvisted_edges.pop_at(ue_ind)
v_next = loop.back()
break
elif v_next == v2:
loop.append(v1)
unvisted_edges.pop_at(ue_ind)
v_next = loop.back()
break
loops.append(loop)
var vector2_loops = []
for loop in loops:
var vector2_loop = []
for ind in loop:
vector2_loop.append(self._v_points[ind])
vector2_loops.append(vector2_loop)
var area = []
for vector2_loop in vector2_loops:
var result = self.calculate_area(vector2_loop)
area.append(result)
# reorder the loops where outer boundary is the first one
var index = 0
var index_value = area[0]
for ind in range(len(area)):
var val = abs(area[ind])
if val > index_value:
index = ind
index_value = val
var bloop = loops.pop_at(index)
var barea = area.pop_at(index)
loops.push_front(bloop)
area.push_front(barea)
# check for CW or CCW
if area[0] > 0: # Outer boundary should be CW, if area is <0 then it is CCW
loops[0].reverse()
for area_index in range(1, len(area)):
var a = area[area_index]
if a < 0: # all inside loops need to rendered in CCW, if + then it is CW
loops[area_index].reverse()
return loops
func get_outline_edge():
var outline_edges = []
for e in self.edges:
var value = self.edges[e]
if value == 1:
outline_edges.append(e)
return outline_edges
func _calc_triangle_normal(a: Vector3, b: Vector3, c: Vector3):
return ((b-a).cross(c-a)).normalized()
func _draw_sides(depth: float):
var loops = get_loops()
for l in loops:
var outline_edges_ordered = l
for outline_vector_ind in range(len(outline_edges_ordered) - 1):
var v0 = self._v_points[outline_edges_ordered[outline_vector_ind]]
var v1 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]
var v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + Vector3(0, 0, depth)
var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]+ Vector3(0, 0, depth)
var n1 = self._calc_triangle_normal(v2, v1, v0)
self.verts.append_array([v0, v1, v2, v1, v3, v2])
self.normals.append_array([n1, n1, n1, n1, n1, n1])
# front face
func _draw_mesh():
var vector3A = self._v_points[self._v_indexes[0]]
var vector3B = self._v_points[self._v_indexes[1]]
var vector3C = self._v_points[self._v_indexes[2]]
var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
# insert each front face into the mesh "clockwise"
for index in range(3, len(self._v_indexes) - 1, 3):
vector3A = self._v_points[self._v_indexes[index]]
vector3B = self._v_points[self._v_indexes[index+1]]
vector3C = self._v_points[self._v_indexes[index+2]]
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
#
## back face
func _extrude_mesh(depth: float):
var vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]]
var vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]]
var vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]]
var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] - (normal * Vector3(depth, depth, depth))
vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] - (normal * Vector3(depth, depth, depth))
vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] - (normal * Vector3(depth, depth, depth))
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
# insert each back face into the mesh "counter-clockwise" extruded
for index in range(len(self._v_indexes) - 4, -1, -3):
vector3A = self._v_points[self._v_indexes[index]] - (normal * Vector3(depth, depth, depth))
vector3B = self._v_points[self._v_indexes[index-1]] - (normal * Vector3(depth, depth, depth))
vector3C = self._v_points[self._v_indexes[index-2]] - (normal * Vector3(depth, depth, depth))
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
func commit_mesh() -> Mesh:
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_NORMAL] = normals
#surface_array[Mesh.ARRAY_TEX_UV] = uvs
#print("VERTS: ", self.verts)
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
return array_mesh

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extends Node
# provides all the utility functions for generating
# a triangulized Polygon with holes
class_name GeoPolyTriangulization
# returns all triangles generated by ear clipping the outer and inner polygons
static func triangulate(outer_polygon: PackedVector2Array, inner_polygons: Array[PackedVector2Array]) -> PackedInt32Array:
var triag = Triangulization.new()
var result = triag.triangulate_with_holes(outer_polygon, inner_polygons)
return result

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extends Object
class_name UTIL
# chunks array into 'chunk_size' pieces
static func chunk_array(arr: Array, chunk_size: int) -> Array:
var result_chunks = []
var i = 0
while i < arr.size():
var chunk = arr.slice(i, i + chunk_size)
result_chunks.append(chunk)
i += chunk_size
return result_chunks
static func vector2_to_vector3(v: Vector2) -> Vector3:
return Vector3(v.x, v.y, 0)

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class_name CameraController extends Node3D
@export var debug : bool = false
@export_category("References")
@export var player_controller : PlayerController
@export var component_mouse_capture : MouseCaptureComponent
@export_category("Camera Settings")
@export_group("Camera Tilt")
@export_range(-90, -60) var tilt_lower_limit : int = -90
@export_range(60, 90) var tilt_upper_limit : int = 90
@export_group("Crouch Vertical Movement")
@export var crouch_offset : float = 0.0
@export var crouch_speed : float = 3.0
@export_group("Step Smoothing")
@export var step_speed: float = 8.0
# Step smoothing private values
var _target_height: float
var _step_smoothing: bool = false
var offset_height: float
var _rotation : Vector3
const DEFAULT_HEIGHT : float = 0.5
func _ready() -> void:
_rotation = player_controller.rotation
offset_height = DEFAULT_HEIGHT
func _process(delta: float) -> void:
update_camera_rotation(component_mouse_capture._mouse_input)
if _step_smoothing:
_target_height = lerp(_target_height, 0.0, step_speed * delta)
if abs(_target_height) < 0.01:
_target_height = 0.0
_step_smoothing = false
position.y = offset_height + _target_height
func smooth_step(height_change: float):
_target_height -= height_change
_step_smoothing = true
func update_camera_rotation(input: Vector2) -> void:
_rotation.x += input.y
_rotation.y += input.x
_rotation.x = clamp(_rotation.x, deg_to_rad(tilt_lower_limit), deg_to_rad(tilt_upper_limit))
var _player_rotation = Vector3(0.0,_rotation.y,0.0)
var _camera_rotation = Vector3(_rotation.x,0.0,0.0)
transform.basis = Basis.from_euler(_camera_rotation)
player_controller.update_rotation(_player_rotation)
rotation.z = 0.0
func update_camera_height(delta: float, direction: int) -> void:
if position.y >= crouch_offset and position.y <= DEFAULT_HEIGHT:
position.y = clampf(position.y + (crouch_speed * direction) * delta, crouch_offset, DEFAULT_HEIGHT)

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class_name CameraEffects extends Camera3D
@export_category("References")
@export var player: PlayerController
@export_category("Effects")
@export var enable_tilt: bool = true
@export var enable_fall_kick: bool = true
@export var enable_damage_kick: bool = true
@export var enable_weapon_kick: bool = true
@export var enable_screen_shake: bool = true
@export var enable_head_bob: bool = true
@export_category("Kick & Recoil")
@export_group("Run Tilt")
@export var run_pitch: float = 0.1 # Degrees
@export var run_roll: float = 0.25 # Degrees
@export var max_pitch: float = 1.0 # Degrees
@export var max_roll: float = 2.5 # Degrees
@export_group("Camera Kick")
@export_subgroup("Fall Kick")
@export var fall_time: float = 0.3
@export_subgroup("Damage Kick")
@export var damage_time: float = 0.3
@export_subgroup("Weapon Kick")
@export var weapon_decay: float = 0.5
@export_subgroup("HeadBob")
@export_range(0.0, 0.1, 0.001) var bob_pitch: float = 0.05
@export_range(0.0, 0.1, 0.001) var bob_roll: float = 0.025
@export_range(0.0, 0.04, 0.001) var bob_up: float = 0.005
@export_range(3.0, 8.0, 0.1) var bob_frequency: float = 6.0
# fall kick private vars
var _fall_value: float = 0.0
var _fall_timer: float = 0.0
# damage kick private vars
var _damage_pitch: float = 0.0
var _damage_roll: float = 0.0
var _damage_timer: float = 0.0
# weapon kick private variable
var _weapon_kick_angle: Vector3 = Vector3.ZERO
# screen shake private variables
var _screen_shake_tween: Tween
# head bob private variables
var _step_timer: float = 0.0
const MIN_SCREEN_SHAKE: float = 0.05
const MAX_SCREEN_SHAKE: float = 0.5
func _process(delta: float) -> void:
calc_view_offset(delta)
func calc_view_offset(delta: float):
assert(player, "player is not attached to camera effects script")
var offset = Vector3.ZERO
var angles = Vector3.ZERO
var velocity = player.velocity
if enable_tilt:
var forward = global_transform.basis.z
var right = global_transform.basis.x
var forward_dot = velocity.dot(forward)
var forward_tilt = clampf(forward_dot * deg_to_rad(run_pitch), deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
var right_dot = velocity.dot(right)
var side_tilt = clampf(right_dot * deg_to_rad(run_roll), deg_to_rad(-max_roll), deg_to_rad(max_roll))
angles.z -= side_tilt
angles.x += forward_tilt
if enable_fall_kick:
_fall_timer -= delta
var fall_ratio = max(0.0, _fall_timer / fall_time)
var fall_kick_amount = fall_ratio * _fall_value
offset.y -= fall_kick_amount
angles.x -= fall_kick_amount
if enable_fall_kick:
_damage_timer -= delta
var damage_ratio = max(0.0, _damage_timer / damage_time)
angles.x += damage_ratio * _damage_pitch
angles.z += damage_ratio * _damage_roll
if enable_weapon_kick:
_weapon_kick_angle = _weapon_kick_angle.move_toward(Vector3.ZERO, weapon_decay * delta)
angles += _weapon_kick_angle
if enable_head_bob:
var speed = Vector2(velocity.x, velocity.z).length()
if speed > 0.1 and player.is_on_floor():
_step_timer += delta * (speed / bob_frequency)
_step_timer = fmod(_step_timer, 1.0)
else:
_step_timer = 0.0
var bob_sin = sin(_step_timer * 2.0 * PI) * 0.5
var pitch_delta = bob_sin * deg_to_rad(bob_pitch) * speed
var roll_delta = bob_sin * deg_to_rad(bob_roll) * speed
var height_delta = bob_sin * delta * bob_up
angles.x -= pitch_delta
angles.z -= roll_delta
offset.y += height_delta
self.position = offset
self.rotation = angles
func add_fall_kick(fall_strength: float):
_fall_value = deg_to_rad(fall_strength)
_fall_timer = fall_time
func add_damage_kick(pitch: float, roll: float, source: Vector3):
var forward = global_transform.basis.z
var right = global_transform.basis.x
var direction = global_position.direction_to(source)
var forward_dot = direction.dot(forward)
var right_dot = direction.dot(right)
_damage_pitch = deg_to_rad(pitch) * forward_dot
_damage_roll = deg_to_rad(roll) * right_dot
_damage_timer = damage_time
func add_weapon_kick(pitch: float, yaw: float, roll: float):
_weapon_kick_angle.x += deg_to_rad(pitch)
_weapon_kick_angle.y += deg_to_rad(randf_range(-yaw, yaw))
_weapon_kick_angle.z += deg_to_rad(randf_range(-roll, roll))
func add_screen_shake(amount: float, seconds: float) -> void:
if _screen_shake_tween:
_screen_shake_tween.kill()
_screen_shake_tween = create_tween()
_screen_shake_tween.tween_method(update_screen_shake.bind(amount), 0.0, 1.0, seconds).set_ease(Tween.EASE_OUT)
func update_screen_shake(alpha: float, amount: float) -> void:
amount = remap(amount, 0.0, 1.0, MIN_SCREEN_SHAKE, MAX_SCREEN_SHAKE)
var current_shake_amount = amount * (1.0 - alpha)
h_offset = randf_range(-current_shake_amount, current_shake_amount)
v_offset = randf_range(-current_shake_amount, current_shake_amount)

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extends RayCast3D
var current_object
func _process(delta: float) -> void:
if is_colliding():
var object = get_collider()
if object == current_object:
return
else:
current_object = object
else:
current_object = null

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class_name MouseCaptureComponent extends Node
@export var debug : bool = false
@export_category("Mouse Capture Settings")
@export var current_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_CAPTURED
@export var mouse_sensitivity : float = 0.005
var _capture_mouse : bool
var _mouse_input : Vector2
## Captures the relative mouse movement from the center of the screen
func _unhandled_input(event: InputEvent) -> void:
_capture_mouse = event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
if _capture_mouse:
_mouse_input.x += -event.screen_relative.x * mouse_sensitivity
_mouse_input.y += -event.screen_relative.y * mouse_sensitivity
if debug:
print(_mouse_input)
func _ready() -> void:
Input.mouse_mode = current_mouse_mode
func _process(delta: float) -> void:
_mouse_input = Vector2.ZERO

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class_name PlayerStateMachine extends Node
@export var debug : bool = false
@export_category("References")
@export var player_controller : PlayerController
func _process(delta: float) -> void:
if player_controller:
player_controller.state_chart.set_expression_property("Player Velocity", player_controller.velocity)
player_controller.state_chart.set_expression_property("Player Hitting Head", player_controller.crouch_check.is_colliding())
player_controller.state_chart.set_expression_property("Looking At: ", player_controller.interaction_raycast.current_object)

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class_name StepHandlerComponet extends Node
@export_category("References")
@export var player: PlayerController
@export_category("Step Settings")
@export var surface_threshold: float = 0.3
@export var step_height: float = 0.3
const FEET_ADJUSTED_HEIGHT = 0.05
const MIN_MOVEMENT_LENGTH: float = 0.1
const MIN_DOT_VALUE: float = 0.5
const MIN_STEP_HEIGHT: float = 0.1
func handle_step_climbing():
for i in player.get_slide_collision_count():
var collision = player.get_slide_collision(i)
if _is_surface_verical(collision):
var measured_height = _measure_step_height(collision)
if measured_height > MIN_STEP_HEIGHT and measured_height <= step_height and _is_valid_step_direction(collision):
player.global_position.y += measured_height
player.velocity = player.previous_velocity
player.camera.smooth_step(measured_height)
func _is_valid_step_direction(collision: KinematicCollision3D):
var collision_normal = collision.get_normal()
var input_dir = player.get_input_direction()
var movement_direction = player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)
if movement_direction.length() > MIN_MOVEMENT_LENGTH:
movement_direction = movement_direction.normalized()
var dot_product = movement_direction.dot(-collision_normal)
return dot_product > MIN_DOT_VALUE
return false
func _measure_step_height(collision: KinematicCollision3D) -> float:
var space_state = player.get_world_3d().direct_space_state
var collision_point = collision.get_position()
var player_feet = _get_player_feet_position()
var player_head_y = player.global_position.y + (player.standing_collision.shape.height / 2)
var ray_start = Vector3(collision_point.x, player_head_y, collision_point.z)
var ray_end = Vector3(collision_point.x, player_feet.y, collision_point.z)
var query = PhysicsRayQueryParameters3D.create(ray_start, ray_end)
query.collision_mask = player.collision_mask
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
return result.position.y - player_feet.y
return 0.0
func _is_surface_verical(collision: KinematicCollision3D) -> bool:
var normal = collision.get_normal()
if abs(normal.y) <= surface_threshold:
return true
return _check_collison_surface(collision)
# additional work to validate
func _check_collison_surface(collision: KinematicCollision3D) -> bool:
var space_state = player.get_world_3d().direct_space_state
var collision_point = collision.get_position()
var player_feet: Vector3 = _get_player_feet_position()
collision_point.y = player_feet.y
var query = PhysicsRayQueryParameters3D.create(player_feet, collision_point)
query.collision_mask = player.collision_mask
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result and abs(result.normal.y) <= surface_threshold:
return true
return false
func _get_player_feet_position() -> Vector3:
var feet_pos = player.global_position
feet_pos.y -= player.standing_collision.shape.height / 2
feet_pos.y += FEET_ADJUSTED_HEIGHT
return feet_pos

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class_name PlayerController extends CharacterBody3D
@export var debug: bool = false
@export_category("References")
@export var camera: CameraController
@export var camera_effects: CameraEffects
@export var state_chart: StateChart
@export var standing_collision: CollisionShape3D
@export var crouching_collision: CollisionShape3D
@export var crouch_check: ShapeCast3D
@export var interaction_raycast: RayCast3D
@export var step_handler: StepHandlerComponet
@export_category("Movement Settings")
@export_group("Easing")
@export var acceleration: float = 0.2
@export var deceleration: float = 0.5
@export_group("Speed")
@export var default_speed: float = 7.0
@export var sprint_speed: float = 3.0
@export var crouch_speed: float = -5.0
@export_category("Jump Settings")
@export var jump_velocity: float = 5.0
@export var fall_velocity_threashold: float = -5.0
var _input_dir: Vector2 = Vector2.ZERO
var _movement_velocity: Vector3 = Vector3.ZERO
var sprint_modifier: float = 0.0
var crouch_modifier: float = 0.0
var speed: float = 0.0
var current_fall_velocity: float
var previous_velocity: Vector3
func _physics_process(delta: float) -> void:
previous_velocity = self.velocity
if not is_on_floor():
velocity += get_gravity() * delta
var speed_modifier = sprint_modifier + crouch_modifier
speed = default_speed + speed_modifier
_input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var current_velocity = Vector2(_movement_velocity.x, _movement_velocity.z)
var direction = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
if direction:
current_velocity = lerp(current_velocity, Vector2(direction.x, direction.z) * speed, acceleration)
else:
current_velocity = current_velocity.move_toward(Vector2.ZERO, deceleration)
_movement_velocity = Vector3(current_velocity.x, velocity.y, current_velocity.y)
velocity = _movement_velocity
move_and_slide()
if is_on_floor():
step_handler.handle_step_climbing()
func get_input_direction() -> Vector2:
return _input_dir
func update_rotation(rotation_input) -> void:
global_transform.basis = Basis.from_euler(rotation_input)
func sprint() -> void:
sprint_modifier = sprint_speed
func walk() -> void:
sprint_modifier = 0.0
func stand() -> void:
crouch_modifier = 0.0
standing_collision.disabled = false
crouching_collision.disabled = true
func crouch() -> void:
crouch_modifier = crouch_speed
standing_collision.disabled = true
crouching_collision.disabled = false
func jump() -> void:
velocity.y += jump_velocity
func check_fall_speed() -> bool:
if current_fall_velocity < fall_velocity_threashold:
current_fall_velocity = 0.0
return true
current_fall_velocity = 0.0
return false

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extends PlayerState
func _on_airborne_state_physics_processing(_delta: float) -> void:
if player_controller.is_on_floor():
if player_controller.check_fall_speed():
player_controller.camera_effects.add_fall_kick(2.0)
player_controller.state_chart.send_event("onGrounded")
player_controller.current_fall_velocity += player_controller.velocity.y

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class_name PlayerState extends Node
@export var debug : bool = false
var player_controller : PlayerController
func _ready() -> void:
if %StateMachine and %StateMachine is PlayerStateMachine:
player_controller = %StateMachine.player_controller

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extends PlayerState
func _on_crouching_state_physics_processing(delta: float) -> void:
player_controller.camera.update_camera_height(delta, -1)
if not Input.is_action_pressed("crouch") and player_controller.is_on_floor() and not player_controller.crouch_check.is_colliding():
player_controller.state_chart.send_event("onStanding")
func _on_crouching_state_entered() -> void:
player_controller.crouch()

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extends PlayerState
func _on_grounded_state_physics_processing(delta: float) -> void:
if Input.is_action_just_pressed("jump") and player_controller.is_on_floor():
player_controller.jump()
player_controller.state_chart.send_event("onAirborne")
if not player_controller.is_on_floor():
player_controller.state_chart.send_event("onAirborne")

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extends PlayerState
func _on_idle_state_processing(delta: float) -> void:
if player_controller and player_controller._input_dir.length() > 0:
player_controller.state_chart.send_event("onMoving")

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extends PlayerState
func _on_moving_state_physics_processing(delta: float) -> void:
if player_controller._input_dir.length() == 0 and player_controller.velocity.length() < 0.5:
player_controller.state_chart.send_event("onIdle")

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extends PlayerState
func _on_sprinting_state_processing(delta: float) -> void:
if not Input.is_action_pressed("sprint"):
player_controller.state_chart.send_event("onWalking")
func _on_sprinting_state_entered() -> void:
player_controller.sprint()

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extends PlayerState
func _on_standing_state_physics_processing(delta: float) -> void:
player_controller.camera.update_camera_height(delta, 1)
if Input.is_action_pressed("crouch") and player_controller.is_on_floor():
player_controller.state_chart.send_event("onCrouching")
func _on_standing_state_entered() -> void:
player_controller.stand()

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extends PlayerState
func _on_walking_state_processing(delta: float) -> void:
if Input.is_action_pressed("sprint"):
player_controller.state_chart.send_event("onSprinting")
func _on_walking_state_entered() -> void:
player_controller.walk()

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class_name GameManager extends Node
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("dev_exit"):
get_tree().quit()
if event.is_action_pressed("dev_reload"):
get_tree().reload_current_scene()

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@tool
extends Control
@export var radius: float = 30.0 : set = set_crosshair_radius
@export var thickness: float = 1.0 : set = set_crosshair_thickness
@export var color: Color = Color.WHITE : set = set_crosshair_color
@export var gap_angle: float = 45.0 : set = set_crosshair_gap_angle
@export var segments: int = 32 : set = set_crosshair_segments
func _draw():
draw_circle_crosshair()
func draw_circle_crosshair():
var gap_rad = deg_to_rad(gap_angle)
var arc_segments = [
# Bottom-right quadrant
[gap_rad / 2, PI / 2 - gap_rad / 2],
# Bottom-left quadrant
[PI / 2 + gap_rad / 2, PI - gap_rad / 2],
# Top-left quadrant
[PI + gap_rad / 2, 3 * PI / 2 - gap_rad / 2],
# Top-right quadrant
[3 * PI / 2 + gap_rad / 2, 2 * PI - gap_rad / 2]
]
for arc in arc_segments:
var start_angle = arc[0]
var end_angle = arc[1]
var points = []
var angle_step = (end_angle - start_angle) / segments
for i in range(segments + 1):
var angle = start_angle + i * angle_step
var point = Vector2(radius * cos(angle), radius * sin(angle))
points.append(point)
if points.size() > 1:
draw_polyline(points, color, thickness, true)
func update_crosshair():
queue_redraw()
func set_crosshair_radius(new_radius):
radius = new_radius
update_crosshair()
func set_crosshair_color(new_color):
color = new_color
update_crosshair()
func set_crosshair_thickness(new_thickness):
thickness = new_thickness
update_crosshair()
func set_crosshair_gap_angle(new_gap_angle):
gap_angle = new_gap_angle
update_crosshair()
func set_crosshair_segments(new_segments):
segments = new_segments
update_crosshair()

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