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 func _input( event ): 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 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 $creatures/player/model/ra.translation.y <= ($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 ) 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 )