181 lines
5.2 KiB
GDScript
181 lines
5.2 KiB
GDScript
extends CharacterBody3D
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var SPEED = 7
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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 = 0.24
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@onready var pause: Control = $pause
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# animations
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@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
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# boulangerie MOULIN
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var item : int = 0 # 0 rien, 1 abricot, 2 citron, 3 mirtylle
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var topping : int = 0 # 0 rien, 1 meringue, 2 croisillon
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@onready var area_tarte: Area3D = $Area3DTarte
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@onready var tarte_holded: StaticBody3D = $tarte
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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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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 _process(delta: float) -> void:
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if Input.is_action_just_pressed("give"):
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var objects_in_front = area_tarte.get_overlapping_bodies()
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# check if there is a client in the box
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for obj in objects_in_front:
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if obj.is_in_group("client"):
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if obj.get_parent().ready_to_take_pie:
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var l = get_conversion_pie()
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obj.get_parent().give_item( l[0], l[1] )
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reset_pie()
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return
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# no client was found
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for obj in objects_in_front:
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if obj.is_in_group("tarte"):
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set_item_topping( obj.item, obj.topping, obj.reset)
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return
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func _physics_process(delta: float) -> void:
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#print("global position; ", global_position)
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if not is_on_floor():
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velocity += get_gravity() * delta
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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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if input_dir.length() < 0.1:
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input_dir = Vector2.ZERO
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var direction = (spring_arm.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# On ne déplace et on ne tourne le joueur que si une vraie direction est donnée
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if can_play:
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if direction.length() > 0.1:
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anim_player.play("RootAction_001", -1, 3)
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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# 2. CORRECTION DE LA ROTATION INVERSÉE
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# Si le joueur tourne toujours à l'envers, enlève les signes "-" devant velocity.x et velocity.z
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var target_angle = atan2(-velocity.x, -velocity.z)
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# Le 10.0 est bien, il permet au modèle 3D de se tourner vite sans faire de coup sec.
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rotation.y = lerp_angle(rotation.y, target_angle, 10.0 * delta)
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else:
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anim_player.stop()
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# Le joueur s'arrête doucement
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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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else:
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anim_player.stop()
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# footstep sounds
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if is_on_floor() and Vector2(velocity.x, velocity.z).length() > 0.5 and can_play:
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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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# PARTIE BOULANGERIE MOULIN
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func set_item_topping( new_item : int, new_topping : int, reset:bool ):
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if reset:
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tarte_holded.visible = false
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else:
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tarte_holded.visible = true
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if new_item != 0 or reset:
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item = new_item
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tarte_holded.item = new_item
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if new_topping != 0 or reset:
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topping = new_topping
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tarte_holded.topping = topping
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tarte_holded.setup_color_and_name()
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func reset_pie():
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item = 0
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tarte_holded.item = 0
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topping = 0
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tarte_holded.topping = 0
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tarte_holded.visible = false
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func get_conversion_pie():
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var possible_pies = [Sauvegarde.get_text("pie1"), Sauvegarde.get_text("pie2"), Sauvegarde.get_text("pie3")]
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var possible_toppings = [Sauvegarde.get_text("topping1"), Sauvegarde.get_text("topping2"), "Aucun"]
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if item != 0:
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return [ possible_pies[ item - 1 ], possible_toppings[ topping -1 ] ]
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return [ "", possible_toppings[ topping -1 ] ]
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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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func set_dialog_mode( npc_pos=Vector3.ZERO, force_pos=-1):
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can_play = !can_play
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spring_arm.set_dialog_mode( npc_pos, force_pos )
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func set_default_cam():
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if third_person:
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camera.set_current(true)
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else:
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camera_pov.set_current(true)
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