init
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extends CharacterBody3D
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var SPEED = 20
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var JUMP_VELOCITY = 8
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@onready var arm: Node3D = $arm
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@onready var model: Node3D = $model
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# GESTION CAMERA --------------------------
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@onready var spring_arm: SpringArm3D = $arm/SpringArm3D
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@onready var camera: Camera3D = $arm/SpringArm3D/Camera3D
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@onready var camera_pov: Camera3D = $Camera3D_POV
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var third_person : bool = true
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@onready var sprite_tuto: Sprite3D = $SpriteTuto
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@onready var label_tuto: Label = $SpriteTuto/SubViewport/Label
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@onready var audio_footstep: AudioStreamPlayer3D = $Audio_Footstep
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var footstep_sounds: Array[AudioStream] = [
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preload("res://assets/audio/footsteps/dirt_step_1.wav"),
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preload("res://assets/audio/footsteps/dirt_step_2.wav"),
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preload("res://assets/audio/footsteps/dirt_step_3.wav"),
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preload("res://assets/audio/footsteps/dirt_step_4.wav")
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]
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var footstep_timer: float = 0.0
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const FOOTSTEP_DELAY: float = 0.15
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@onready var pause: Control = $pause
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var can_play : bool = true
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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label_tuto.text = Sauvegarde.get_text("tuto_1")
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if third_person:
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camera.make_current()
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else:
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camera_pov.make_current()
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model.visible = false
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func _input(_event):
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if Input.is_action_just_pressed("ui_cancel"):
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if !get_tree().paused:
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pause.pause()
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else:
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pause.resume()
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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# footstep sounds
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if is_on_floor() and Vector2(velocity.x, velocity.z).length() > 0.5:
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footstep_timer -= delta
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if footstep_timer <= 0.0:
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play_random_footstep()
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footstep_timer = FOOTSTEP_DELAY
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else:
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footstep_timer = 0.0
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if can_play:
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move_and_slide()
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func play_random_footstep( pitch=[0.85, 1.15] ) -> void:
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var random_index = randi() % footstep_sounds.size()
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audio_footstep.stream = footstep_sounds[random_index]
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audio_footstep.pitch_scale = randf_range( pitch[0], pitch[1] )
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audio_footstep.play()
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