dearly-departed/Examples/mvp-walk-with-collision/Entities/Characters/Movers/mover.gd

101 lines
2.6 KiB
GDScript

class_name Mover extends Node
var speed = 1.0
func _input(event):
return
func to_move_rotate(global_transform, delta: float):
var mv = Vector3.ZERO
var rot = 0.0
for state in _states():
var duo = _duo_for_state(global_transform, delta, state)
mv += duo[0]
rot += duo[1]
return [mv, rot]
var state_move_forward = false
var state_move_left = false
var state_move_backward = false
var state_move_right = false
var state_turn_left = false
var state_turn_right = false
enum {
STATE_MOVING_FORWARD,
STATE_MOVING_LEFT,
STATE_MOVING_RIGHT,
STATE_MOVING_BACKWARD,
STATE_TURNING_LEFT,
STATE_TURNING_RIGHT,
STATE_IDLE
}
func _states():
var result = _states_moving() + _states_turning()
if result.is_empty():
result = [STATE_IDLE]
return result
func _states_moving():
var moving_forward = self.state_move_forward and not self.state_move_backward
var moving_left = self.state_move_left and not self.state_move_right
var moving_right = self.state_move_right and not self.state_move_left
var moving_backward = self.state_move_backward and not self.state_move_forward
if moving_forward and moving_left:
return [STATE_MOVING_LEFT, STATE_MOVING_FORWARD]
elif moving_forward and moving_right:
return [STATE_MOVING_RIGHT, STATE_MOVING_FORWARD]
elif moving_forward:
return [STATE_MOVING_FORWARD]
elif moving_backward and moving_left:
return [STATE_MOVING_LEFT, STATE_MOVING_BACKWARD]
elif moving_backward and moving_right:
return [STATE_MOVING_RIGHT, STATE_MOVING_BACKWARD]
elif moving_backward:
return [STATE_MOVING_BACKWARD]
elif moving_left:
return [STATE_MOVING_LEFT]
elif moving_right:
return [STATE_MOVING_RIGHT]
return []
func _states_turning():
if self.state_turn_left and not self.state_turn_right:
return [STATE_TURNING_LEFT]
elif self.state_turn_right and not self.state_turn_left:
return [STATE_TURNING_RIGHT]
return []
func _duo_for_state(global_transform, delta: float, state):
var direction = Vector2.ZERO
var rotation = 0.0
match state:
STATE_MOVING_FORWARD:
direction.y = -1
STATE_MOVING_BACKWARD:
direction.y = 1
STATE_MOVING_LEFT:
direction.x = -1
STATE_MOVING_RIGHT:
direction.x = 1
STATE_TURNING_LEFT:
rotation = speed * delta
STATE_TURNING_RIGHT:
rotation = -speed * delta
STATE_IDLE:
pass
if direction == Vector2.ZERO:
return [Vector3.ZERO, rotation]
direction = direction.normalized()
var forward = global_transform.basis.z
var right = global_transform.basis.x
var relative_direction = (forward * direction.y + right * direction.x)
relative_direction.x *= speed * delta
relative_direction.z *= speed * delta
#relative_direction.y = -speed
return [relative_direction, rotation]