Files
frog/scripts/player.gd
T
E250429F 3e857fa9f3 credit
2026-09-17 23:19:43 +02:00

285 lines
8.1 KiB
GDScript

extends CharacterBody3D
var speed = 6
@onready var arm: Node3D = $arm
@onready var model: Node3D = $model
@onready var mesh_instance: MeshInstance3D = $character/Root/Skeleton3D/characterMedium
# GESTION CAMERA --------------------------
@onready var spring_arm: SpringArm3D = $arm/SpringArm3D
@onready var camera: Camera3D = $arm/SpringArm3D/Camera3D
@onready var camera_pov: Camera3D = $Camera3D_POV
var third_person : bool = true
@onready var sprite_tuto: Sprite3D = $SpriteTuto
@onready var label_tuto: Label = $SpriteTuto/SubViewport/Label
@onready var audio_footstep: AudioStreamPlayer3D = $Audio_Footstep
var footstep_sounds: Array[AudioStream] = [
preload("res://assets/audio/sound-effects/footsteps/dirt_step_1.wav"),
preload("res://assets/audio/sound-effects/footsteps/dirt_step_2.wav"),
preload("res://assets/audio/sound-effects/footsteps/dirt_step_3.wav"),
preload("res://assets/audio/sound-effects/footsteps/dirt_step_4.wav")
]
var footstep_timer: float = 0.0
var FOOTSTEP_DELAY: float = 0.35
@onready var pause: CanvasLayer = $pause
@onready var tuto: CanvasLayer = $tuto
# animations
@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
# boulangerie MOULIN
var item : int = 0 # 0 rien, 1 abricot, 2 citron, 3 mirtylle
var topping : int = 0 # 0 rien, 1 meringue, 2 croisillon
@onready var area_tarte: Area3D = $Area3DTarte
@onready var tarte_holded: StaticBody3D = $tarte
# tps pour servir un client
@onready var client_spawner: Node3D = $"../WaterMILL/client_spawner"
var action_start_time: int = 0
func _start_action() -> void:
action_start_time = Time.get_ticks_msec()
func _end_action() -> void:
var duration_ms := Time.get_ticks_msec() - action_start_time
var duration_sec := duration_ms / 1000.0
if duration_sec < 6:
duration_sec = 6
elif duration_sec > 35:
duration_sec = 34
client_spawner.x_seconds = duration_sec
var cpt_client : int = 0
var is_client_game_launched : bool = false
var one_time_client_game : bool = true
var one_time_cpt_feather : bool = true
var cpt_feather : int = 0
var one_time_fox_grabbed : bool = true
var fox_grabbed : int = 0
var can_run : bool = false
@onready var frog: CharacterBody3D = $"../frog"
@onready var area_3d_tuto_3: Area3D = $"../WaterMILL/Area3DTuto3"
@onready var musique: AudioStreamPlayer3D = $Musique
@onready var zip_effect: AudioStreamPlayer3D = $ZipEffect
var can_play : bool = true
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if third_person:
camera.make_current()
else:
camera_pov.make_current()
model.visible = false
await get_tree().create_timer( .5 ).timeout
tuto.show_text( "tuto1" )
func _input(_event):
if Input.is_action_just_pressed("ui_cancel"):
if !get_tree().paused:
pause.pause()
else:
pause.resume()
func _process(delta: float) -> void:
if Input.is_action_just_pressed("give"):
var objects_in_front = area_tarte.get_overlapping_bodies()
# check if there is a client in the box
for obj in objects_in_front:
if obj.is_in_group("client"):
if obj.get_parent().ready_to_take_pie:
var l = get_conversion_pie()
obj.get_parent().give_item( l[0], l[1] )
cpt_client += 1
reset_pie()
return
# no client was found
for obj in objects_in_front:
if obj.is_in_group("tarte"):
set_item_topping( obj.item, obj.topping, obj.reset)
return
func _physics_process(delta: float) -> void:
#print("global position; ", global_position)
if can_run:
speed = 8
FOOTSTEP_DELAY = 0.25
if is_client_game_launched:
if one_time_client_game:
var mat = mesh_instance.mesh.surface_get_material(0)
mat.albedo_texture = load("res://assets/img/textures/faces/player_employe.png")
mesh_instance.set_surface_override_material(0, mat)
zip_effect.play()
cpt_feather = 0
one_time_client_game = false
if cpt_feather == 2:
if one_time_cpt_feather:
AudioServer.set_bus_volume_db( 1, -10.0)
musique.stream = load("res://assets/audio/music/Daniel Balavoine - Tous les cris les S.O.S.mp3")
musique.play()
set_dialog_mode( Vector3.ZERO, true )
Dialogic.start("corinne_help")
Dialogic.timeline_ended.connect( corinne_help_cinematic_end )
one_time_cpt_feather = false
if fox_grabbed == 2:
if one_time_fox_grabbed:
set_dialog_mode( Vector3.ZERO, true )
Dialogic.start("fin")
Dialogic.timeline_ended.connect( fin_cinematic_end )
one_time_fox_grabbed = false
fade_out_music()
if not is_on_floor():
velocity += get_gravity() * delta
# Get the input direction and handle the movement/deceleration.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if input_dir.length() < 0.1:
input_dir = Vector2.ZERO
var direction = (spring_arm.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
# On ne déplace et on ne tourne le joueur que si une vraie direction est donnée
if can_play:
if direction.length() > 0.1:
if can_run:
anim_player.play("walking", -1, 2)
else:
anim_player.play("walking", -1, 1.5)
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# 2. CORRECTION DE LA ROTATION INVERSÉE
# Si le joueur tourne toujours à l'envers, enlève les signes "-" devant velocity.x et velocity.z
var target_angle = atan2(-velocity.x, -velocity.z)
# Le 10.0 est bien, il permet au modèle 3D de se tourner vite sans faire de coup sec.
rotation.y = lerp_angle(rotation.y, target_angle, 10.0 * delta)
else:
anim_player.play("Idling")
# Le joueur s'arrête doucement
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
else:
anim_player.stop()
# footstep sounds
if is_on_floor() and Vector2(velocity.x, velocity.z).length() > 0.5 and can_play:
footstep_timer -= delta
if footstep_timer <= 0.0:
play_random_footstep()
footstep_timer = FOOTSTEP_DELAY
else:
footstep_timer = 0.0
if can_play:
move_and_slide()
func corinne_help_cinematic_end():
set_dialog_mode( Vector3.ZERO, true )
set_default_cam()
frog.size = .5
frog.can_scale = false
func fade_out_music() -> void:
var fade_tween = create_tween()
if fade_tween and fade_tween.is_valid():
fade_tween.kill()
var start_db := AudioServer.get_bus_volume_db(2)
fade_tween = create_tween()
fade_tween.tween_method(
func(db: float): AudioServer.set_bus_volume_db(2, db),
start_db,
-20,
30
)
func fin_cinematic_end():
Sauvegarde.can_see_credit = true
Transition.change_scene("res://ui/credit.tscn")
# PARTIE BOULANGERIE MOULIN
func set_item_topping( new_item : int, new_topping : int, reset:bool ):
if reset:
tarte_holded.visible = false
else:
tarte_holded.visible = true
if new_item != 0 or reset:
item = new_item
tarte_holded.item = new_item
if new_topping != 0 or reset:
topping = new_topping
tarte_holded.topping = topping
tarte_holded.setup_color_and_name()
func reset_pie():
item = 0
tarte_holded.item = 0
topping = 0
tarte_holded.topping = 0
tarte_holded.visible = false
func get_conversion_pie():
var possible_pies = [Sauvegarde.get_text("pie1"), Sauvegarde.get_text("pie2"), Sauvegarde.get_text("pie3")]
var possible_toppings = [Sauvegarde.get_text("topping1"), Sauvegarde.get_text("topping2"), "Aucun"]
if item != 0:
return [ possible_pies[ item - 1 ], possible_toppings[ topping -1 ] ]
return [ "", possible_toppings[ topping -1 ] ]
func play_random_footstep( pitch=[0.85, 1.15] ) -> void:
var random_index = randi() % footstep_sounds.size()
audio_footstep.stream = footstep_sounds[random_index]
audio_footstep.pitch_scale = randf_range( pitch[0], pitch[1] )
audio_footstep.play()
func set_dialog_mode( npc_pos=Vector3.ZERO, is_cinematic=false):
can_play = !can_play
if !is_cinematic:
spring_arm.set_dialog_mode( npc_pos)
anim_player.play("talking")
func set_default_cam():
if third_person:
camera.set_current(true)
else:
camera_pov.set_current(true)
func set_pov_cam():
camera_pov.set_current(true)
func reset_musique_position():
await get_tree().create_timer( .2 ).timeout
musique.global_position = global_position
musique.volume_db += 10
func _on_area_3d_tuto_3_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
tuto.show_text( "tuto3", true)
area_3d_tuto_3.queue_free()