extends Spatial var player_speed = 1.0 var player_rotation_speed = 0.1 var mouse_old_position = null var mouse_delta = Vector2( 0.0, 0.0 ) var camera_zoom_speed = 0.5 var camera_zoom = 0.0 var heightmap = null var is_on_ui = false func _ready(): var player_ra = Ra.new() var file = File.new() if file.open("res://ressources/files/creatures/test.creature", File.READ) == OK: player_ra.from_dict( JSON.parse( file.get_as_text() ).result ) $game_ui/inventory_window.get_content_child( "content_box/inventory_box" ).set_inventory( player_ra.inventory ) func _input( event ): # if event.is_action_released( "menu_pause" ): # Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # $screen_box/windows/inventory_window.hide() # $screen_box/pause_menu.show() # self.get_tree().paused = true if event.is_action_pressed( "ui_show_head_infos" ): $creatures/player/character/head_infos_frame.visible = not $player/character/head_infos_frame.visible for npc in $creatures/npcs.get_children(): npc.get_node( "head_infos_frame" ).visible = not npc.get_node( "head_infos_frame" ).visible # # # var movment = Vector3( 0.0, 0.0, 0.0 ) # var rotation = Vector3( 0.0, 0.0, 0.0 ) # $creatures/player.is_moving = false # if event.is_action( "move_forward" ) and event.is_pressed(): # movment.z += self.player_speed * Input.get_action_strength("move_forward") # $creatures/player.is_moving = true # elif event.is_action( "move_backward" ) and event.is_pressed(): # movment.z -= self.player_speed * Input.get_action_strength("move_backward") # $creatures/player.is_moving = true # elif event.is_action( "move_left" ) and event.is_pressed(): # movment.x += self.player_speed # elif event.is_action( "move_right" ) and event.is_pressed(): # movment.x -= self.player_speed # # if event.is_action( "turn_left" ) and event.is_pressed(): # rotation.y += self.player_rotation_speed # elif event.is_action( "turn_right" ) and event.is_pressed(): # rotation.y -= self.player_rotation_speed # ## $creatures/player.turn( rotation ) ## $creatures/player.move( movment ) # # if event.is_action( "zoom_in" ): # self.camera_zoom -= self.camera_zoom_speed # elif event.is_action( "zoom_out" ): # self.camera_zoom += self.camera_zoom_speed # # if event.is_action_pressed( "free_look" ): # self.mouse_old_position = event.position # elif event.is_action_released( "free_look" ): # self.mouse_old_position = null # # if event.is_action( "reset_camera" ): # $creatures/player.reset_camera() # # if event is InputEventMouseMotion: # if not mouse_old_position == null: # self.mouse_delta = self.mouse_old_position - event.position # self.mouse_old_position = event.position # # # if event.is_action_released( "inventory_window" ): # if not $game_ui/inventory_window.visible: # $game_ui/inventory_window.show() # else: # $game_ui/inventory_window.hide() # func _process( delta ): # $creatures/player.rotate_camera_arm( Vector3( 0.0, 1.0, 0.0 ), deg2rad( self.mouse_delta.x ) ) # # $creatures/player.move_camera( Vector3( 0.0, 0.0, camera_zoom ) ) # $creatures/player.rotate_camera( Vector3( 1.0, 0.0, 0.0 ), deg2rad( self.mouse_delta.y ) ) # # self.camera_zoom = 0.0 # self.mouse_delta = Vector2( 0.0, 0.0 ) # Water fx. if $creatures/player/character.global_transform.origin.y <= ($level/demo/water.translation.y-2.5): $water_fx.get_surface_material( 0 ).set_shader_param( "mist_level", 1.0 ) else: $water_fx.get_surface_material( 0 ).set_shader_param( "mist_level", 0.0 ) var trauma_value = ($game_ui/stats_window.get_content_child( "trauma" ).value / 6.0) $trauma_fx.get_surface_material( 0 ).set_shader_param( "mist_level", trauma_value ) $sky/viewport/sky.day_time_hours += delta*((6.0/24.0)/3600.0) if $sky/viewport/sky.day_time_hours >= 24.0: $sky/viewport/sky.day_time_hours = $sky/viewport/sky.day_time_hours-24.0 func load_player( filename ): $creatures/player.load_creature( filename ) func _on_debug_window_time_of_day_changed(value): $sky/viewport/sky.set_day_time_hours(( value )) func _on_debug_window_mist_level_changed(value): $mist_fx.get_surface_material( 0 ).set_shader_param( "mist_level", value ) func _on_debug_window_douleur_minus_pressed(): $game_ui.change_douleur( -1 ) func _on_debug_window_douleur_plus_pressed(): $game_ui.change_douleur( 1 ) func _on_debug_window_oubli_minus_pressed(): $game_ui.change_oubli( -1 ) func _on_debug_window_oubli_plus_pressed(): $game_ui.change_oubli( 1 )