├── Maps ├── NicePng_desert-png_1530454.png ├── NicePng_desert-png_1530454.png.import ├── crossfire.escn ├── crossfire.escn.import ├── crossfire.glb ├── crossfire.glb.import ├── crossfire.tscn ├── desert-large.jpg └── desert-large.jpg.import ├── Models └── Tools │ └── PlayerStart │ ├── PlayerStart.blend │ ├── PlayerStart.blend1 │ ├── PlayerStart.gltf │ ├── PlayerStart.gltf.import │ └── PlayerStart.material ├── README.md ├── Scenes └── Tools │ └── PlayerStart │ └── PlayerStart.tscn ├── Scripts ├── Level │ └── level_class.tscn ├── Player │ ├── PlayerClasses │ │ └── human.gd │ ├── player.tscn │ ├── player_class.gd │ ├── player_input.gd │ ├── player_movement.gd │ ├── player_shared.gd │ └── player_spawn.gd └── Tools │ └── PlayerStart │ └── PlayerStart.gd ├── UI ├── ui_showfps.gd ├── ui_showfps.tscn ├── ui_showpos.gd └── ui_showpos.tscn ├── addons └── kenney_prototype_textures │ ├── LICENSE.txt │ ├── dark │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import │ ├── green │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import │ ├── light │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import │ ├── orange │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import │ ├── purple │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import │ └── red │ ├── texture_01.png │ ├── texture_01.png.import │ ├── texture_02.png │ ├── texture_02.png.import │ ├── texture_03.png │ ├── texture_03.png.import │ ├── texture_04.png │ ├── texture_04.png.import │ ├── texture_05.png │ ├── texture_05.png.import │ ├── texture_06.png │ ├── texture_06.png.import │ ├── texture_07.png │ ├── texture_07.png.import │ ├── texture_08.png │ ├── texture_08.png.import │ ├── texture_09.png │ ├── texture_09.png.import │ ├── texture_10.png │ ├── texture_10.png.import │ ├── texture_11.png │ ├── texture_11.png.import │ ├── texture_12.png │ ├── texture_12.png.import │ ├── texture_13.png │ └── texture_13.png.import ├── default_env.tres ├── export_presets.cfg ├── icon.png ├── icon.png.import ├── player.tscn ├── player_input.gd ├── player_movement.gd ├── player_shared.gd ├── project.godot └── testmap.tscn /Maps/NicePng_desert-png_1530454.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/atlrvrse/GodotSourceEngineMovement/266e946edd39aa5c0349b5bf3945b1355bf061b0/Maps/NicePng_desert-png_1530454.png -------------------------------------------------------------------------------- /Maps/NicePng_desert-png_1530454.png.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="texture" 4 | type="StreamTexture" 5 | path="res://.import/NicePng_desert-png_1530454.png-35219f8b337eab3fd9259ef8f8e8b318.stex" 6 | metadata={ 7 | "vram_texture": false 8 | } 9 | 10 | [deps] 11 | 12 | source_file="res://Maps/NicePng_desert-png_1530454.png" 13 | dest_files=[ "res://.import/NicePng_desert-png_1530454.png-35219f8b337eab3fd9259ef8f8e8b318.stex" ] 14 | 15 | [params] 16 | 17 | compress/mode=0 18 | compress/lossy_quality=0.7 19 | compress/hdr_mode=0 20 | compress/bptc_ldr=0 21 | compress/normal_map=0 22 | flags/repeat=0 23 | flags/filter=true 24 | flags/mipmaps=false 25 | flags/anisotropic=false 26 | flags/srgb=2 27 | process/fix_alpha_border=true 28 | process/premult_alpha=false 29 | process/HDR_as_SRGB=false 30 | process/invert_color=false 31 | stream=false 32 | size_limit=0 33 | detect_3d=true 34 | svg/scale=1.0 35 | -------------------------------------------------------------------------------- /Maps/crossfire.escn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=1 format=2] 2 | 3 | [node type="Spatial" name="Scene"] 4 | 5 | [node name="SUN_light_environment" type="DirectionalLight" parent="."] 6 | 7 | light_specular = 1.0 8 | light_color = Color(1.0, 0.981616, 0.903545, 1.0) 9 | shadow_color = Color(0.0, 0.0, 0.0, 1.0) 10 | light_energy = 4.17431 11 | transform = Transform(-0.0179511, -0.0044114, -0.00460446, -0.00216383, -0.00872537, 0.0167955, -0.00599828, 0.0163496, 0.00772096, -2.1336, 51.6185, -0.688183) 12 | light_negative = false 13 | shadow_enabled = true 14 | -------------------------------------------------------------------------------- /Maps/crossfire.escn.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="scene" 4 | type="PackedScene" 5 | path="res://.import/crossfire.escn-41c8644edc85366dd0216eef83adafd5.scn" 6 | 7 | [deps] 8 | 9 | source_file="res://Maps/crossfire.escn" 10 | dest_files=[ "res://.import/crossfire.escn-41c8644edc85366dd0216eef83adafd5.scn" ] 11 | 12 | [params] 13 | 14 | nodes/root_type="Spatial" 15 | nodes/root_name="Scene Root" 16 | nodes/root_scale=1.0 17 | nodes/custom_script="" 18 | nodes/storage=0 19 | nodes/use_legacy_names=false 20 | materials/location=1 21 | materials/storage=1 22 | materials/keep_on_reimport=true 23 | meshes/compress=true 24 | meshes/ensure_tangents=true 25 | meshes/storage=0 26 | meshes/light_baking=0 27 | meshes/lightmap_texel_size=0.1 28 | skins/use_named_skins=true 29 | external_files/store_in_subdir=false 30 | animation/import=true 31 | animation/fps=15 32 | animation/filter_script="" 33 | animation/storage=false 34 | animation/keep_custom_tracks=false 35 | animation/optimizer/enabled=true 36 | animation/optimizer/max_linear_error=0.05 37 | animation/optimizer/max_angular_error=0.01 38 | animation/optimizer/max_angle=22 39 | animation/optimizer/remove_unused_tracks=true 40 | animation/clips/amount=0 41 | animation/clip_1/name="" 42 | animation/clip_1/start_frame=0 43 | animation/clip_1/end_frame=0 44 | animation/clip_1/loops=false 45 | animation/clip_2/name="" 46 | animation/clip_2/start_frame=0 47 | animation/clip_2/end_frame=0 48 | animation/clip_2/loops=false 49 | animation/clip_3/name="" 50 | animation/clip_3/start_frame=0 51 | animation/clip_3/end_frame=0 52 | animation/clip_3/loops=false 53 | animation/clip_4/name="" 54 | animation/clip_4/start_frame=0 55 | 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animation/clip_46/loops=false 225 | animation/clip_47/name="" 226 | animation/clip_47/start_frame=0 227 | animation/clip_47/end_frame=0 228 | animation/clip_47/loops=false 229 | animation/clip_48/name="" 230 | animation/clip_48/start_frame=0 231 | animation/clip_48/end_frame=0 232 | animation/clip_48/loops=false 233 | animation/clip_49/name="" 234 | animation/clip_49/start_frame=0 235 | animation/clip_49/end_frame=0 236 | animation/clip_49/loops=false 237 | animation/clip_50/name="" 238 | animation/clip_50/start_frame=0 239 | animation/clip_50/end_frame=0 240 | animation/clip_50/loops=false 241 | animation/clip_51/name="" 242 | animation/clip_51/start_frame=0 243 | animation/clip_51/end_frame=0 244 | animation/clip_51/loops=false 245 | animation/clip_52/name="" 246 | animation/clip_52/start_frame=0 247 | animation/clip_52/end_frame=0 248 | animation/clip_52/loops=false 249 | animation/clip_53/name="" 250 | animation/clip_53/start_frame=0 251 | animation/clip_53/end_frame=0 252 | animation/clip_53/loops=false 253 | animation/clip_54/name="" 254 | animation/clip_54/start_frame=0 255 | animation/clip_54/end_frame=0 256 | animation/clip_54/loops=false 257 | animation/clip_55/name="" 258 | animation/clip_55/start_frame=0 259 | animation/clip_55/end_frame=0 260 | animation/clip_55/loops=false 261 | animation/clip_56/name="" 262 | animation/clip_56/start_frame=0 263 | animation/clip_56/end_frame=0 264 | animation/clip_56/loops=false 265 | animation/clip_57/name="" 266 | animation/clip_57/start_frame=0 267 | animation/clip_57/end_frame=0 268 | animation/clip_57/loops=false 269 | animation/clip_58/name="" 270 | animation/clip_58/start_frame=0 271 | animation/clip_58/end_frame=0 272 | animation/clip_58/loops=false 273 | animation/clip_59/name="" 274 | animation/clip_59/start_frame=0 275 | animation/clip_59/end_frame=0 276 | animation/clip_59/loops=false 277 | animation/clip_60/name="" 278 | animation/clip_60/start_frame=0 279 | animation/clip_60/end_frame=0 280 | animation/clip_60/loops=false 281 | animation/clip_61/name="" 282 | animation/clip_61/start_frame=0 283 | animation/clip_61/end_frame=0 284 | animation/clip_61/loops=false 285 | animation/clip_62/name="" 286 | animation/clip_62/start_frame=0 287 | animation/clip_62/end_frame=0 288 | animation/clip_62/loops=false 289 | animation/clip_63/name="" 290 | animation/clip_63/start_frame=0 291 | animation/clip_63/end_frame=0 292 | animation/clip_63/loops=false 293 | animation/clip_64/name="" 294 | animation/clip_64/start_frame=0 295 | animation/clip_64/end_frame=0 296 | animation/clip_64/loops=false 297 | animation/clip_65/name="" 298 | animation/clip_65/start_frame=0 299 | animation/clip_65/end_frame=0 300 | animation/clip_65/loops=false 301 | animation/clip_66/name="" 302 | animation/clip_66/start_frame=0 303 | animation/clip_66/end_frame=0 304 | animation/clip_66/loops=false 305 | animation/clip_67/name="" 306 | animation/clip_67/start_frame=0 307 | animation/clip_67/end_frame=0 308 | animation/clip_67/loops=false 309 | animation/clip_68/name="" 310 | animation/clip_68/start_frame=0 311 | animation/clip_68/end_frame=0 312 | animation/clip_68/loops=false 313 | animation/clip_69/name="" 314 | animation/clip_69/start_frame=0 315 | animation/clip_69/end_frame=0 316 | animation/clip_69/loops=false 317 | animation/clip_70/name="" 318 | animation/clip_70/start_frame=0 319 | animation/clip_70/end_frame=0 320 | animation/clip_70/loops=false 321 | animation/clip_71/name="" 322 | animation/clip_71/start_frame=0 323 | animation/clip_71/end_frame=0 324 | animation/clip_71/loops=false 325 | animation/clip_72/name="" 326 | animation/clip_72/start_frame=0 327 | animation/clip_72/end_frame=0 328 | animation/clip_72/loops=false 329 | animation/clip_73/name="" 330 | animation/clip_73/start_frame=0 331 | animation/clip_73/end_frame=0 332 | animation/clip_73/loops=false 333 | animation/clip_74/name="" 334 | animation/clip_74/start_frame=0 335 | animation/clip_74/end_frame=0 336 | animation/clip_74/loops=false 337 | animation/clip_75/name="" 338 | animation/clip_75/start_frame=0 339 | animation/clip_75/end_frame=0 340 | animation/clip_75/loops=false 341 | animation/clip_76/name="" 342 | animation/clip_76/start_frame=0 343 | animation/clip_76/end_frame=0 344 | animation/clip_76/loops=false 345 | animation/clip_77/name="" 346 | animation/clip_77/start_frame=0 347 | animation/clip_77/end_frame=0 348 | animation/clip_77/loops=false 349 | animation/clip_78/name="" 350 | animation/clip_78/start_frame=0 351 | animation/clip_78/end_frame=0 352 | animation/clip_78/loops=false 353 | animation/clip_79/name="" 354 | animation/clip_79/start_frame=0 355 | animation/clip_79/end_frame=0 356 | animation/clip_79/loops=false 357 | animation/clip_80/name="" 358 | animation/clip_80/start_frame=0 359 | animation/clip_80/end_frame=0 360 | animation/clip_80/loops=false 361 | animation/clip_81/name="" 362 | animation/clip_81/start_frame=0 363 | animation/clip_81/end_frame=0 364 | animation/clip_81/loops=false 365 | animation/clip_82/name="" 366 | animation/clip_82/start_frame=0 367 | animation/clip_82/end_frame=0 368 | animation/clip_82/loops=false 369 | animation/clip_83/name="" 370 | animation/clip_83/start_frame=0 371 | animation/clip_83/end_frame=0 372 | animation/clip_83/loops=false 373 | animation/clip_84/name="" 374 | animation/clip_84/start_frame=0 375 | animation/clip_84/end_frame=0 376 | animation/clip_84/loops=false 377 | animation/clip_85/name="" 378 | animation/clip_85/start_frame=0 379 | animation/clip_85/end_frame=0 380 | animation/clip_85/loops=false 381 | animation/clip_86/name="" 382 | animation/clip_86/start_frame=0 383 | animation/clip_86/end_frame=0 384 | animation/clip_86/loops=false 385 | animation/clip_87/name="" 386 | animation/clip_87/start_frame=0 387 | animation/clip_87/end_frame=0 388 | animation/clip_87/loops=false 389 | animation/clip_88/name="" 390 | animation/clip_88/start_frame=0 391 | animation/clip_88/end_frame=0 392 | 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20 | compress/bptc_ldr=0 21 | compress/normal_map=0 22 | flags/repeat=0 23 | flags/filter=true 24 | flags/mipmaps=false 25 | flags/anisotropic=false 26 | flags/srgb=2 27 | process/fix_alpha_border=true 28 | process/premult_alpha=false 29 | process/HDR_as_SRGB=false 30 | process/invert_color=false 31 | stream=false 32 | size_limit=0 33 | detect_3d=true 34 | svg/scale=1.0 35 | -------------------------------------------------------------------------------- /Models/Tools/PlayerStart/PlayerStart.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/atlrvrse/GodotSourceEngineMovement/266e946edd39aa5c0349b5bf3945b1355bf061b0/Models/Tools/PlayerStart/PlayerStart.blend -------------------------------------------------------------------------------- /Models/Tools/PlayerStart/PlayerStart.blend1: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/atlrvrse/GodotSourceEngineMovement/266e946edd39aa5c0349b5bf3945b1355bf061b0/Models/Tools/PlayerStart/PlayerStart.blend1 -------------------------------------------------------------------------------- /Models/Tools/PlayerStart/PlayerStart.material: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/atlrvrse/GodotSourceEngineMovement/266e946edd39aa5c0349b5bf3945b1355bf061b0/Models/Tools/PlayerStart/PlayerStart.material -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GodotSourceEngineMovement 2 | A Kinematic player controller written in GDScript that mimics Source Engine movement 3 | 4 | # To-Do List 5 | - [x] Airstrafing 6 | - [x] Bunnyhopping 7 | - [x] Wallstrafing 8 | - [x] Zig-Zagging 9 | - [ ] Accelerated Back Hopping (WIP) 10 | - [ ] Sprinting 11 | - [x] Crouching 12 | - [x] Crouch-Jumping 13 | - [x] Gravity 14 | - [x] Ground Friction 15 | -------------------------------------------------------------------------------- /Scenes/Tools/PlayerStart/PlayerStart.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=3 format=2] 2 | 3 | [ext_resource path="res://Models/Tools/PlayerStart/PlayerStart.gltf" type="PackedScene" id=1] 4 | [ext_resource path="res://Scripts/Tools/PlayerStart/PlayerStart.gd" type="Script" id=2] 5 | 6 | [node name="PlayerStart" type="Spatial"] 7 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -10, 0 ) 8 | script = ExtResource( 2 ) 9 | 10 | [node name="model" parent="." instance=ExtResource( 1 )] 11 | transform = Transform( 1.4, 0, 0, 0, 1.4, 0, 0, 0, 1.4, 0, -5.4, 0 ) 12 | -------------------------------------------------------------------------------- /Scripts/Level/level_class.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=2] 2 | 3 | [sub_resource type="GDScript" id=1] 4 | script/source = "extends Spatial 5 | 6 | var player = preload(\"res://Scripts/Player/player.tscn\") 7 | var playerscript = load(\"res://Scripts/Player/PlayerClasses/human.gd\") 8 | 9 | func _ready(): 10 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) 11 | 12 | func _init(): 13 | player = player.instance() 14 | add_child(player) 15 | playerscript.new() 16 | player.set_script(playerscript) 17 | " 18 | 19 | [node name="level" type="Spatial"] 20 | script = SubResource( 1 ) 21 | -------------------------------------------------------------------------------- /Scripts/Player/PlayerClasses/human.gd: -------------------------------------------------------------------------------- 1 | extends Player 2 | 3 | var stopfuckingcrouchinginmidairyoufuckingcunt : bool = false 4 | 5 | func Move(delta): 6 | 7 | if crouched: 8 | maxspeed = 9 9 | else: 10 | maxspeed = 15 11 | 12 | if is_on_floor(): 13 | stopfuckingcrouchinginmidairyoufuckingcunt = false 14 | 15 | if !stopfuckingcrouchinginmidairyoufuckingcunt: 16 | Crouch() 17 | 18 | .Move(delta) 19 | 20 | func Crouch(): 21 | # dumbest shit i ever coded 22 | if crouching and !is_on_floor() and Input.is_action_just_pressed("in_crouch"): 23 | var up = collidertop.get_translation(); var down = colliderbottom.get_translation(); 24 | 25 | # FUCKING CROUCHJUMPING 26 | self.global_translate(Vector3(0, up.distance_to(down) / 2.5, 0)) 27 | self.global_translate(Vector3(0, down.distance_to(up) / 2.5, 0)) 28 | 29 | if !is_on_floor(): 30 | stopfuckingcrouchinginmidairyoufuckingcunt = true 31 | 32 | -------------------------------------------------------------------------------- /Scripts/Player/player.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=2] 2 | 3 | [sub_resource type="CylinderShape" id=1] 4 | radius = 2.0 5 | height = 5.0 6 | 7 | [node name="player" type="KinematicBody"] 8 | 9 | [node name="top" type="CollisionShape" parent="."] 10 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0 ) 11 | shape = SubResource( 1 ) 12 | 13 | [node name="bottom" type="CollisionShape" parent="."] 14 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2.5, 0 ) 15 | shape = SubResource( 1 ) 16 | 17 | [node name="view" type="Camera" parent="."] 18 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0 ) 19 | fov = 100.0 20 | far = 300.0 21 | 22 | [node name="tween" type="Tween" parent="view"] 23 | -------------------------------------------------------------------------------- /Scripts/Player/player_class.gd: -------------------------------------------------------------------------------- 1 | extends Spatial 2 | class_name Player 3 | 4 | 5 | var player = preload("res://Scripts/Player/player.tscn") 6 | var playerscript = load("res://Scripts/Player/player_movement.gd") 7 | 8 | func _ready(): 9 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) 10 | 11 | func _init(): 12 | player = player.instance() 13 | add_child(player) 14 | playerscript.new() 15 | player.set_script(playerscript) 16 | player.add_to_group("Player") 17 | -------------------------------------------------------------------------------- /Scripts/Player/player_input.gd: -------------------------------------------------------------------------------- 1 | extends "res://Scripts/Player/player_shared.gd" 2 | 3 | func _input(event): 4 | if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: 5 | InputMouse(event) 6 | 7 | if Input.is_action_pressed("in_crouch"): 8 | crouching = true 9 | elif Input.is_action_just_released("in_crouch"): 10 | crouching = false 11 | 12 | # warning-ignore:unused_argument 13 | func _process(delta): 14 | if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: 15 | InputKeys() 16 | ViewAngles(delta) 17 | 18 | func InputMouse(event): 19 | xlook += -event.relative.y * ply_xlookspeed 20 | ylook += -event.relative.x * ply_ylookspeed 21 | xlook = clamp(xlook, ply_maxlookangle_down, ply_maxlookangle_up) 22 | 23 | func ViewAngles(delta): 24 | $view.rotation_degrees.x = xlook 25 | $view.rotation_degrees.y = ylook 26 | 27 | func InputKeys(): 28 | sidemove += int(ply_sidespeed) * (int(Input.get_action_strength("in_left") * 50)) 29 | sidemove -= int(ply_sidespeed) * (int(Input.get_action_strength("in_right") * 50)) 30 | 31 | forwardmove += int(ply_forwardspeed) * (int(Input.get_action_strength("in_forward") * 50)) 32 | forwardmove -= int(ply_backspeed) * (int(Input.get_action_strength("in_back") * 50)) 33 | 34 | # Clamp that shit so it doesn't go too high 35 | if Input.is_action_just_released("in_left") or Input.is_action_just_released("in_right"): 36 | sidemove = 0 37 | else: 38 | sidemove = clamp(sidemove, -4096, 4096) 39 | if Input.is_action_just_released("in_up") or Input.is_action_just_released("in_down"): 40 | upmove = 0 41 | else: 42 | upmove = clamp(upmove, -4096, 4096) 43 | if Input.is_action_just_released("in_forward") or Input.is_action_just_released("in_back"): 44 | forwardmove = 0 45 | else: 46 | forwardmove = clamp(forwardmove, -4096, 4096) 47 | -------------------------------------------------------------------------------- /Scripts/Player/player_movement.gd: -------------------------------------------------------------------------------- 1 | # This is all more or less copied from here 2 | # https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/shared/gamemovement.cpp 3 | extends "res://Scripts/Player/player_input.gd" 4 | class_name Player 5 | 6 | # warning-ignore:unused_argument 7 | func _physics_process(delta): 8 | Move(delta) 9 | CrouchCamera() 10 | 11 | func CheckVelocity(): 12 | # bound velocity 13 | # Bound it. 14 | if vel.length() > ply_maxvelocity: 15 | vel = ply_maxvelocity 16 | 17 | elif vel.length() < -ply_maxvelocity: 18 | vel = -ply_maxvelocity 19 | 20 | func Move(delta): 21 | if noclip == true: 22 | NoclipMove(delta) 23 | 24 | elif is_on_floor() and noclip == false: 25 | WalkMove(delta) 26 | else: 27 | AirMove(delta) 28 | 29 | if Input.is_action_just_pressed("in_jump"): 30 | CheckJumpButton() 31 | 32 | CheckVelocity() 33 | 34 | vel = move_and_slide_with_snap(vel, snap, Vector3.UP, true, 4, ply_maxslopeangle, false) 35 | 36 | func CrouchCamera(): 37 | 38 | # Crouching 39 | if crouching: 40 | crouched = true 41 | if !crouching: 42 | crouched = false 43 | 44 | if is_on_floor() and crouched: 45 | view.translation = view.translation.linear_interpolate(Vector3(0, ply_crouchedheight, 0), ply_crouchlerpweight) 46 | if is_on_floor() and !crouched: 47 | view.translation = view.translation.linear_interpolate(Vector3(0, ply_crouchstanceheight, 0), ply_crouchlerpweight) 48 | if !is_on_floor() and crouched: 49 | view.translation.y = ply_crouchedheight 50 | 51 | func WalkMove(delta): 52 | var forward = Vector3.FORWARD 53 | var side = Vector3.LEFT 54 | 55 | forward = forward.rotated(Vector3.UP, view.rotation.y) 56 | side = side.rotated(Vector3.UP, view.rotation.y) 57 | 58 | forward = forward.normalized() 59 | side = side.normalized() 60 | 61 | snap = -get_floor_normal() 62 | 63 | var fmove = forwardmove 64 | var smove = sidemove 65 | 66 | var wishvel = side * smove + forward * fmove 67 | 68 | Friction(delta) 69 | 70 | # Zero out y value 71 | wishvel.y = 0 72 | 73 | var wishdir = wishvel.normalized() 74 | # VectorNormalize in the original source code doesn't actually return the length of the normalized vector 75 | # It returns the length of the vector before it was normalized 76 | var wishspeed = wishvel.length() 77 | 78 | # clamp to game defined max speed 79 | if wishspeed != 0.0 and wishspeed > maxspeed: 80 | wishvel *= maxspeed / wishspeed 81 | wishspeed = maxspeed 82 | 83 | Accelerate(wishdir, wishspeed, ply_accelerate, delta) 84 | 85 | $top.set_disabled(false) 86 | $bottom.set_disabled(false) 87 | 88 | func AirMove(delta): 89 | 90 | var forward = Vector3.FORWARD 91 | var side = Vector3.LEFT 92 | 93 | forward = forward.rotated(Vector3.UP, $view.rotation.y) 94 | side = side.rotated(Vector3.UP, $view.rotation.y) 95 | 96 | forward = forward.normalized() 97 | side = side.normalized() 98 | 99 | var fmove = forwardmove 100 | var smove = sidemove 101 | 102 | snap = Vector3.ZERO 103 | vel.y -= ply_gravity * delta 104 | 105 | var wishvel = side * smove + forward * fmove 106 | 107 | # Zero out y value 108 | wishvel.y = 0 109 | 110 | var wishdir = wishvel.normalized() 111 | # VectorNormalize in the original source code doesn't actually return the length of the normalized vector 112 | # It returns the length of the vector before it was normalized 113 | var wishspeed = wishvel.length() 114 | 115 | # clamp to game defined max speed 116 | if wishspeed != 0.0 and wishspeed > maxspeed: 117 | wishvel *= maxspeed / wishspeed 118 | wishspeed = maxspeed 119 | 120 | AirAccelerate(wishdir, wishspeed, ply_airaccelerate, delta) 121 | 122 | $top.set_disabled(false) 123 | $bottom.set_disabled(false) 124 | 125 | func NoclipMove(delta): 126 | var forward = Vector3.FORWARD 127 | var side = Vector3.LEFT 128 | var up = Vector3.UP 129 | 130 | forward = forward.rotated(Vector3.UP, $view.rotation.y) 131 | side = side.rotated(Vector3.UP, $view.rotation.y) 132 | 133 | forward = forward.normalized() 134 | side = side.normalized() 135 | 136 | var fmove = forwardmove 137 | var smove = sidemove 138 | var umove = xlook 139 | 140 | var wishvel = side * smove + forward * fmove 141 | if fmove != 0: 142 | wishvel.y += $view.rotation_degrees.x * 50 143 | 144 | var wishdir = wishvel.normalized() 145 | # VectorNormalize in the original source code doesn't actually return the length of the normalized vector 146 | # It returns the length of the vector before it was normalized 147 | var wishspeed = wishvel.length() 148 | 149 | # clamp to game defined max speed 150 | if wishspeed != 0.0 and wishspeed > maxspeed: 151 | wishvel *= maxspeed / wishspeed 152 | wishspeed = maxspeed 153 | 154 | Friction(delta) 155 | 156 | Accelerate(wishdir, wishspeed, ply_maxacceleration, delta) 157 | 158 | $top.set_disabled(true) 159 | $bottom.set_disabled(true) 160 | 161 | func Accelerate(wishdir, wishspeed, accel, delta): 162 | # See if we are changing direction a bit 163 | var currentspeed = vel.dot(wishdir) 164 | # Reduce wishspeed by the amount of veer. 165 | var addspeed = wishspeed - currentspeed 166 | 167 | # If not going to add any speed, done. 168 | if addspeed <= 0: 169 | return 170 | 171 | # Determine amount of accleration. 172 | var accelspeed = accel * wishspeed * delta 173 | 174 | # Cap at addspeed 175 | accelspeed = min(accelspeed, addspeed) 176 | 177 | for i in range(3): 178 | # Adjust velocity. 179 | vel += accelspeed * wishdir 180 | 181 | func AirAccelerate(wishdir, wishspeed, accel, delta): 182 | # cap speed 183 | wishspeed = min(wishspeed, ply_airspeedcap) 184 | # See if we are changing direction a bit 185 | var currentspeed = vel.dot(wishdir) 186 | # Reduce wishspeed by the amount of veer. 187 | var addspeed = wishspeed - currentspeed 188 | 189 | # If not going to add any speed, done. 190 | if addspeed <= 0: 191 | return 192 | 193 | # Determine amount of accleration. 194 | var accelspeed = accel * wishspeed * delta 195 | 196 | # Cap at addspeed 197 | accelspeed = min(accelspeed, addspeed) 198 | 199 | for i in range(3): 200 | # Adjust velocity. 201 | vel += accelspeed * wishdir 202 | 203 | func Friction(delta): 204 | # If we are in water jump cycle, don't apply friction 205 | #if (player->m_flWaterJumpTime) 206 | # return 207 | 208 | # Calculate speed 209 | var speed = vel.length() 210 | 211 | # If too slow, return 212 | if speed < 0: 213 | return 214 | 215 | var drop = 0 216 | 217 | # apply ground friction 218 | var friction = ply_friction 219 | 220 | # Bleed off some speed, but if we have less than the bleed 221 | # threshold, bleed the threshold amount. 222 | var control = ply_stopspeed if speed < ply_stopspeed else speed 223 | # Add the amount to the drop amount. 224 | drop += control * friction * delta 225 | 226 | # scale the velocity 227 | var newspeed = speed - drop 228 | if newspeed < 0: 229 | newspeed = 0 230 | 231 | if newspeed != speed: 232 | # Determine proportion of old speed we are using. 233 | newspeed /= speed 234 | # Adjust velocity according to proportion. 235 | vel *= newspeed 236 | 237 | func CheckJumpButton(): 238 | snap = Vector3.ZERO 239 | 240 | if not is_on_floor(): 241 | return 242 | 243 | var flGroundFactor = 1.0 244 | var flMul = sqrt(2 * ply_gravity * ply_jumpheight) 245 | vel.y += flGroundFactor * flMul # 2 * gravity * height 246 | 247 | # Add a little forward velocity based on your current forward velocity - if you are not sprinting. 248 | """ 249 | var vel2d = Vector2(vel.x, vel.z) 250 | var vecforward = Vector3.FORWARD 251 | vecforward = vecforward.rotated(Vector3.UP, $view.rotation.y) 252 | vecforward.y = 0 253 | vecforward = vecforward.normalized() 254 | # We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped 255 | # to not accumulate over time. 256 | var flSpeedBoostPerc = 1.5 257 | var flSpeedAddition = abs(forwardmove * flSpeedBoostPerc) 258 | var flMaxSpeed = ply_maxspeed * flSpeedBoostPerc 259 | var flNewSpeed = flSpeedAddition + vel2d.length() 260 | 261 | # If we're over the maximum, we want to only boost as much as will get us to the goal speed 262 | if flNewSpeed > flMaxSpeed: 263 | flSpeedAddition -= flNewSpeed - flMaxSpeed 264 | 265 | if forwardmove < 0: 266 | flSpeedAddition *= -1.0 267 | 268 | # Add it on 269 | vel += vecforward * flSpeedAddition 270 | """ 271 | -------------------------------------------------------------------------------- /Scripts/Player/player_shared.gd: -------------------------------------------------------------------------------- 1 | extends KinematicBody 2 | 3 | # Vectors 4 | var vel = Vector3.ZERO 5 | var snap = Vector3.DOWN 6 | 7 | # Onready 8 | onready var view = $view 9 | onready var collidertop = $top 10 | onready var colliderbottom = $bottom 11 | # ConVars 12 | var ply_mousesensitivity = 2 13 | var ply_maxlookangle_down = -90 14 | var ply_maxlookangle_up = 90 15 | var ply_ylookspeed = 0.3 16 | var ply_xlookspeed = 0.3 17 | var ply_sidespeed = 20 18 | var ply_upspeed = 20 19 | var ply_forwardspeed = 20 20 | var ply_backspeed = 20 21 | var ply_accelerate = 10 22 | var ply_airaccelerate = 10 23 | var ply_maxacceleration = 1000 24 | var ply_airspeedcap = 10 25 | var ply_friction = 2 26 | var ply_stopspeed = 100 27 | var ply_gravity = 100 28 | var ply_maxslopeangle = deg2rad(45) 29 | var ply_maxvelocity = 35000 30 | var ply_crouchstanceheight = 3 31 | var ply_crouchedheight = -1 32 | var ply_crouchlerpweight = 0.4 33 | var ply_jumpheight = 4 34 | var ply_stepsize = 16 35 | 36 | # Bools 37 | var noclip : bool 38 | var crouching : bool 39 | var crouched : bool 40 | var sprinting : bool 41 | 42 | 43 | # Floats 44 | var sidemove : float 45 | var upmove : float 46 | var forwardmove : float 47 | var ylook : float 48 | var xlook : float 49 | var maxspeed : float 50 | -------------------------------------------------------------------------------- /Scripts/Player/player_spawn.gd: -------------------------------------------------------------------------------- 1 | extends Spatial 2 | 3 | var player = preload("res://Scripts/Player/player.tscn") 4 | var playerscript = load("res://Scripts/Player/player_movement.gd") 5 | 6 | func _ready(): 7 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) 8 | 9 | func _init(): 10 | player = player.instance() 11 | add_child(player) 12 | playerscript.new() 13 | player.set_script(playerscript) 14 | -------------------------------------------------------------------------------- /Scripts/Tools/PlayerStart/PlayerStart.gd: -------------------------------------------------------------------------------- 1 | extends Spatial 2 | class_name PlayerStart 3 | 4 | func _ready(): 5 | var player = get_node("/root/level/player") 6 | player.global_transform.origin = self.global_transform.origin 7 | 8 | remove_child($model) 9 | -------------------------------------------------------------------------------- /UI/ui_showfps.gd: -------------------------------------------------------------------------------- 1 | extends GridContainer 2 | 3 | var ui_showfps = 0 4 | var fps = Engine.get_frames_per_second() 5 | 6 | 7 | func _process(delta): 8 | 9 | if ui_showfps == 1: 10 | var fps: float = Engine.get_frames_per_second() 11 | 12 | $fps.text = "fps: " 13 | $fps.text += str(fps) 14 | else: 15 | self.visible = false 16 | -------------------------------------------------------------------------------- /UI/ui_showfps.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=2] 2 | 3 | [ext_resource path="res://Scripts/UI/ui_showfps.gd" type="Script" id=1] 4 | 5 | [node name="ui_showfps" type="GridContainer"] 6 | anchor_left = 0.937 7 | anchor_right = 1.0 8 | anchor_bottom = 1.0 9 | margin_left = 0.511963 10 | margin_top = 3.0 11 | margin_right = -3.0 12 | margin_bottom = -3.0 13 | script = ExtResource( 1 ) 14 | __meta__ = { 15 | "_edit_use_anchors_": false 16 | } 17 | 18 | [node name="fps" type="Label" parent="."] 19 | margin_right = 23.0 20 | margin_bottom = 14.0 21 | custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) 22 | text = "fps:" 23 | -------------------------------------------------------------------------------- /UI/ui_showpos.gd: -------------------------------------------------------------------------------- 1 | extends GridContainer 2 | 3 | var ui_showpos = 0 4 | onready var player = get_parent() 5 | onready var view = get_node("../view") 6 | """ 7 | func _process(delta): 8 | 9 | var pos = player.global_transform.origin 10 | var ang_trans = view.get_translation() 11 | var ang_rot = view.get_rotation() 12 | var vel = player.vel.length() 13 | var is_on_floor = player.is_on_floor() 14 | 15 | match ui_showpos: 16 | 17 | 0: 18 | self.visible = false 19 | 20 | 1: 21 | self.visible = true 22 | 23 | $pos.text = "pos: " 24 | $pos.text += str(pos) 25 | 26 | $ang.text = "ang: " 27 | $ang.text += str(ang_trans + ang_rot) 28 | 29 | $vel.text = "vel: " 30 | $vel.text += str(vel) 31 | 32 | $is_on_floor.set_text("is_on_floor: " + str(is_on_floor)) 33 | """ 34 | -------------------------------------------------------------------------------- /UI/ui_showpos.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=2] 2 | 3 | [ext_resource path="res://UI/ui_showpos.gd" type="Script" id=1] 4 | 5 | [node name="ui_showpos" type="GridContainer"] 6 | anchor_right = 1.0 7 | anchor_bottom = 1.0 8 | margin_left = 9.0 9 | margin_top = 9.0 10 | custom_constants/vseparation = 5 11 | script = ExtResource( 1 ) 12 | __meta__ = { 13 | "_edit_use_anchors_": false 14 | } 15 | 16 | [node name="pos" type="Label" parent="."] 17 | margin_right = 1271.0 18 | margin_bottom = 14.0 19 | custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) 20 | text = "pos:" 21 | 22 | [node name="ang" type="Label" parent="."] 23 | margin_top = 19.0 24 | margin_right = 1271.0 25 | margin_bottom = 33.0 26 | custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) 27 | text = "ang:" 28 | 29 | [node name="vel" type="Label" parent="."] 30 | margin_top = 38.0 31 | margin_right = 1271.0 32 | margin_bottom = 52.0 33 | size_flags_horizontal = 3 34 | custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) 35 | custom_constants/line_spacing = 0 36 | text = "vel:" 37 | 38 | [node name="is_on_floor" type="Label" parent="."] 39 | margin_top = 57.0 40 | margin_right = 1271.0 41 | margin_bottom = 71.0 42 | custom_colors/font_color = Color( 0, 1, 0.0862745, 1 ) 43 | custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) 44 | text = "is_on_floor:" 45 | -------------------------------------------------------------------------------- /addons/kenney_prototype_textures/LICENSE.txt: -------------------------------------------------------------------------------- 1 | 2 | 3 | Prototype Textures 1.0 4 | 5 | Created/distributed by Kenney (www.kenney.nl) 6 | Creation date: 08-04-2020 7 | 8 | ------------------------------ 9 | 10 | License: (Creative Commons Zero, CC0) 11 | http://creativecommons.org/publicdomain/zero/1.0/ 12 | 13 | This content is free to use in personal, educational and commercial projects. 14 | Support us by crediting Kenney or www.kenney.nl (this is not mandatory) 15 | 16 | ------------------------------ 17 | 18 | Donate: http://support.kenney.nl 19 | Request: http://request.kenney.nl 20 | Patreon: http://patreon.com/kenney/ 21 | 22 | Follow on Twitter for updates: 23 | http://twitter.com/KenneyNL 24 | -------------------------------------------------------------------------------- /addons/kenney_prototype_textures/dark/texture_01.png: -------------------------------------------------------------------------------- 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17 | compress/mode=0 18 | compress/lossy_quality=0.7 19 | compress/hdr_mode=0 20 | compress/bptc_ldr=0 21 | compress/normal_map=0 22 | flags/repeat=0 23 | flags/filter=true 24 | flags/mipmaps=false 25 | flags/anisotropic=false 26 | flags/srgb=2 27 | process/fix_alpha_border=true 28 | process/premult_alpha=false 29 | process/HDR_as_SRGB=false 30 | process/invert_color=false 31 | stream=false 32 | size_limit=0 33 | detect_3d=true 34 | svg/scale=1.0 35 | -------------------------------------------------------------------------------- /default_env.tres: -------------------------------------------------------------------------------- 1 | [gd_resource type="Environment" load_steps=2 format=2] 2 | 3 | [sub_resource type="ProceduralSky" id=1] 4 | 5 | [resource] 6 | background_mode = 2 7 | background_sky = SubResource( 1 ) 8 | -------------------------------------------------------------------------------- /export_presets.cfg: -------------------------------------------------------------------------------- 1 | [preset.0] 2 | 3 | name="Windows Desktop" 4 | platform="Windows Desktop" 5 | runnable=true 6 | custom_features="" 7 | export_filter="all_resources" 8 | include_filter="" 9 | exclude_filter="" 10 | export_path="../../game.exe" 11 | script_export_mode=1 12 | script_encryption_key="" 13 | 14 | [preset.0.options] 15 | 16 | custom_template/debug="" 17 | custom_template/release="" 18 | binary_format/64_bits=true 19 | binary_format/embed_pck=true 20 | texture_format/bptc=false 21 | texture_format/s3tc=true 22 | texture_format/etc=false 23 | texture_format/etc2=false 24 | texture_format/no_bptc_fallbacks=true 25 | codesign/enable=false 26 | codesign/identity="" 27 | codesign/password="" 28 | codesign/timestamp=true 29 | codesign/timestamp_server_url="" 30 | codesign/digest_algorithm=1 31 | codesign/description="" 32 | codesign/custom_options=PoolStringArray( ) 33 | application/icon="" 34 | application/file_version="" 35 | application/product_version="" 36 | application/company_name="" 37 | application/product_name="" 38 | application/file_description="" 39 | application/copyright="" 40 | application/trademarks="" 41 | 42 | [preset.1] 43 | 44 | name="Linux/X11" 45 | platform="Linux/X11" 46 | runnable=true 47 | custom_features="" 48 | export_filter="all_resources" 49 | include_filter="" 50 | exclude_filter="" 51 | export_path="../../gameabh.x86_64" 52 | script_export_mode=1 53 | script_encryption_key="" 54 | 55 | [preset.1.options] 56 | 57 | custom_template/debug="" 58 | custom_template/release="" 59 | binary_format/64_bits=true 60 | binary_format/embed_pck=true 61 | texture_format/bptc=false 62 | texture_format/s3tc=true 63 | texture_format/etc=false 64 | texture_format/etc2=false 65 | texture_format/no_bptc_fallbacks=true 66 | -------------------------------------------------------------------------------- /icon.png: 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compress/hdr_mode=0 22 | compress/bptc_ldr=0 23 | compress/normal_map=0 24 | flags/repeat=true 25 | flags/filter=true 26 | flags/mipmaps=true 27 | flags/anisotropic=false 28 | flags/srgb=1 29 | process/fix_alpha_border=true 30 | process/premult_alpha=false 31 | process/HDR_as_SRGB=false 32 | process/invert_color=false 33 | stream=false 34 | size_limit=0 35 | detect_3d=false 36 | svg/scale=1.0 37 | -------------------------------------------------------------------------------- /player.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=4 format=2] 2 | 3 | [ext_resource path="res://player_movement.gd" type="Script" id=1] 4 | [ext_resource path="res://UI/ui_showpos.tscn" type="PackedScene" id=2] 5 | 6 | [sub_resource type="CylinderShape" id=1] 7 | radius = 2.0 8 | height = 5.0 9 | 10 | [node name="player" type="KinematicBody"] 11 | script = ExtResource( 1 ) 12 | 13 | [node name="top" type="CollisionShape" parent="."] 14 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0 ) 15 | shape = SubResource( 1 ) 16 | 17 | [node name="bottom" type="CollisionShape" parent="."] 18 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2.5, 0 ) 19 | shape = SubResource( 1 ) 20 | 21 | [node name="view" type="Camera" parent="."] 22 | transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0 ) 23 | fov = 100.0 24 | far = 5000.0 25 | 26 | [node name="ui_showpos" parent="." instance=ExtResource( 2 )] 27 | -------------------------------------------------------------------------------- /player_input.gd: -------------------------------------------------------------------------------- 1 | extends "res://player_shared.gd" 2 | 3 | func _input(event): 4 | if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: 5 | InputMouse(event) 6 | 7 | # warning-ignore:unused_argument 8 | func _process(delta): 9 | if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: 10 | InputKeys() 11 | ViewAngles(delta) 12 | 13 | func InputMouse(event): 14 | xlook += -event.relative.y * ply_xlookspeed 15 | ylook += -event.relative.x * ply_ylookspeed 16 | xlook = clamp(xlook, ply_maxlookangle_down, ply_maxlookangle_up) 17 | 18 | func ViewAngles(delta): 19 | $view.rotation_degrees.x = xlook 20 | $view.rotation_degrees.y = ylook 21 | 22 | func InputKeys(): 23 | sidemove += int(ply_sidespeed) * (int(Input.get_action_strength("in_left"))) 24 | sidemove -= int(ply_sidespeed) * (int(Input.get_action_strength("in_right"))) 25 | 26 | upmove += int(ply_upspeed) * (int(Input.get_action_strength("in_up"))) 27 | upmove -= int(ply_upspeed) * (int(Input.get_action_strength("in_down"))) 28 | 29 | forwardmove += int(ply_forwardspeed) * (int(Input.get_action_strength("in_forward"))) 30 | forwardmove -= int(ply_backspeed) * (int(Input.get_action_strength("in_back"))) 31 | 32 | # Clamp that shit so it doesn't go too high 33 | if Input.is_action_just_released("in_left") or Input.is_action_just_released("in_right"): 34 | sidemove = 0 35 | else: 36 | sidemove = clamp(sidemove, -2047, 2047) 37 | if Input.is_action_just_released("in_up") or Input.is_action_just_released("in_down"): 38 | upmove = 0 39 | else: 40 | upmove = clamp(upmove, -2047, 2047) 41 | if Input.is_action_just_released("in_forward") or Input.is_action_just_released("in_back"): 42 | forwardmove = 0 43 | else: 44 | forwardmove = clamp(forwardmove, -2047, 2047) 45 | -------------------------------------------------------------------------------- /player_movement.gd: -------------------------------------------------------------------------------- 1 | # This is all more or less copied from here 2 | # https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/shared/gamemovement.cpp 3 | extends "res://player_input.gd" 4 | 5 | func _ready(): 6 | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) 7 | $ui_showpos.ui_showpos = 1 8 | 9 | # warning-ignore:unused_argument 10 | func _physics_process(delta): 11 | Move(delta) 12 | 13 | func CheckVelocity(): 14 | # bound velocity 15 | # Bound it. 16 | if vel.length() > ply_maxvelocity: 17 | vel = ply_maxvelocity 18 | 19 | elif vel.length() < -ply_maxvelocity: 20 | vel = -ply_maxvelocity 21 | 22 | func Move(delta): 23 | if is_on_floor(): 24 | WalkMove(delta) 25 | else: 26 | AirMove(delta) 27 | 28 | if Input.is_action_pressed("in_jump"): 29 | CheckJumpButton() 30 | 31 | CheckVelocity() 32 | 33 | vel = move_and_slide_with_snap(vel, snap, Vector3.UP, true, 4, ply_maxslopeangle, false) 34 | 35 | func WalkMove(delta): 36 | var forward = Vector3.FORWARD 37 | var side = Vector3.LEFT 38 | 39 | forward = forward.rotated(Vector3.UP, $view.rotation.y) 40 | side = side.rotated(Vector3.UP, $view.rotation.y) 41 | 42 | forward = forward.normalized() 43 | side = side.normalized() 44 | 45 | snap = -get_floor_normal() 46 | 47 | var fmove = forwardmove 48 | var smove = sidemove 49 | 50 | var wishvel = side * smove + forward * fmove 51 | 52 | if is_on_floor(): 53 | Friction(delta) 54 | 55 | # Zero out y value 56 | wishvel.y = 0 57 | 58 | var wishdir = wishvel.normalized() 59 | # VectorNormalize in the original source code doesn't actually return the length of the normalized vector 60 | # It returns the length of the vector before it was normalized 61 | var wishspeed = wishvel.length() 62 | 63 | # clamp to game defined max speed 64 | if wishspeed != 0.0 and wishspeed > ply_maxspeed: 65 | wishvel *= ply_maxspeed / wishspeed 66 | wishspeed = ply_maxspeed 67 | 68 | Accelerate(wishdir, wishspeed, ply_accelerate, delta) 69 | 70 | func AirMove(delta): 71 | var forward = Vector3.FORWARD 72 | var side = Vector3.LEFT 73 | 74 | forward = forward.rotated(Vector3.UP, $view.rotation.y) 75 | side = side.rotated(Vector3.UP, $view.rotation.y) 76 | 77 | forward = forward.normalized() 78 | side = side.normalized() 79 | 80 | var fmove = forwardmove 81 | var smove = sidemove 82 | 83 | snap = Vector3.ZERO 84 | vel.y -= ply_gravity * delta 85 | 86 | var wishvel = side * smove + forward * fmove 87 | 88 | # Zero out y value 89 | wishvel.y = 0 90 | 91 | var wishdir = wishvel.normalized() 92 | # VectorNormalize in the original source code doesn't actually return the length of the normalized vector 93 | # It returns the length of the vector before it was normalized 94 | var wishspeed = wishvel.length() 95 | 96 | # clamp to game defined max speed 97 | if wishspeed != 0.0 and wishspeed > ply_maxspeed: 98 | wishvel *= ply_maxspeed / wishspeed 99 | wishspeed = ply_maxspeed 100 | 101 | AirAccelerate(wishdir, wishspeed, ply_airaccelerate, delta) 102 | 103 | func MoveNoclip(delta): 104 | var forward = Vector3.FORWARD 105 | var side = Vector3.LEFT 106 | 107 | forward = forward.rotated(Vector3.UP, $view.rotation.y) 108 | side = side.rotated(Vector3.UP, $view.rotation.y) 109 | 110 | var fmove = forwardmove 111 | var smove = sidemove 112 | 113 | var wishvel = forward * fmove + side * smove 114 | 115 | var wishdir = wishvel 116 | var wishspeed = wishdir.normalized().length() 117 | 118 | Accelerate(wishdir, wishspeed, ply_noclipaccelerate, delta) 119 | 120 | func Accelerate(wishdir, wishspeed, accel, delta): 121 | # See if we are changing direction a bit 122 | var currentspeed = vel.dot(wishdir) 123 | # Reduce wishspeed by the amount of veer. 124 | var addspeed = wishspeed - currentspeed 125 | 126 | # If not going to add any speed, done. 127 | if addspeed <= 0: 128 | return 129 | 130 | # Determine amount of accleration. 131 | var accelspeed = accel * wishspeed * delta 132 | 133 | # Cap at addspeed 134 | accelspeed = min(accelspeed, addspeed) 135 | 136 | # Adjust velocity. 137 | vel += accelspeed * wishdir 138 | 139 | func AirAccelerate(wishdir, wishspeed, accel, delta): 140 | # cap speed 141 | wishspeed = min(wishspeed, ply_airspeedcap) 142 | # See if we are changing direction a bit 143 | var currentspeed = vel.dot(wishdir) 144 | # Reduce wishspeed by the amount of veer. 145 | var addspeed = wishspeed - currentspeed 146 | 147 | # If not going to add any speed, done. 148 | if addspeed <= 0: 149 | return 150 | 151 | # Determine amount of accleration. 152 | var accelspeed = accel * wishspeed * delta 153 | 154 | # Cap at addspeed 155 | accelspeed = min(accelspeed, addspeed) 156 | 157 | # Adjust velocity. 158 | vel += accelspeed * wishdir 159 | 160 | func Friction(delta): 161 | # If we are in water jump cycle, don't apply friction 162 | #if (player->m_flWaterJumpTime) 163 | # return 164 | 165 | # Calculate speed 166 | var speed = vel.length() 167 | 168 | # If too slow, return 169 | if speed < 0: 170 | return 171 | 172 | var drop = 0 173 | 174 | # apply ground friction 175 | var friction = ply_friction 176 | 177 | # Bleed off some speed, but if we have less than the bleed 178 | # threshold, bleed the threshold amount. 179 | var control = ply_stopspeed if speed < ply_stopspeed else speed 180 | # Add the amount to the drop amount. 181 | drop += control * friction * delta 182 | 183 | # scale the velocity 184 | var newspeed = speed - drop 185 | if newspeed < 0: 186 | newspeed = 0 187 | 188 | if newspeed != speed: 189 | # Determine proportion of old speed we are using. 190 | newspeed /= speed 191 | # Adjust velocity according to proportion. 192 | vel *= newspeed 193 | 194 | func CheckJumpButton(): 195 | snap = Vector3.ZERO 196 | 197 | if deadflag == true: 198 | return 199 | 200 | if not is_on_floor(): 201 | return 202 | 203 | var flGroundFactor = 1.0 204 | var flMul = sqrt(2 * ply_gravity * ply_jumpheight) 205 | vel.y += flGroundFactor * flMul # 2 * gravity * height 206 | """ 207 | # Add a little forward velocity based on your current forward velocity - if you are not sprinting. 208 | var vel2d = Vector2(vel.x, vel.z) 209 | var vecforward = Vector3.FORWARD 210 | vecforward = vecforward.rotated(Vector3.UP, $view.rotation.y) 211 | vecforward.y = 0 212 | vecforward = vecforward.normalized() 213 | # We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped 214 | # to not accumulate over time. 215 | var flSpeedBoostPerc = 0.1 216 | var flSpeedAddition = abs(forwardmove * flSpeedBoostPerc) 217 | var flMaxSpeed = ply_maxspeed * flSpeedBoostPerc 218 | var flNewSpeed = flSpeedAddition + vel2d.length() 219 | 220 | # If we're over the maximum, we want to only boost as much as will get us to the goal speed 221 | if flNewSpeed > flMaxSpeed: 222 | flSpeedAddition -= flNewSpeed - flMaxSpeed 223 | 224 | if forwardmove < 0: 225 | flSpeedAddition *= -1.0 226 | 227 | # Add it on 228 | vel += vecforward * flSpeedAddition 229 | """ 230 | -------------------------------------------------------------------------------- /player_shared.gd: -------------------------------------------------------------------------------- 1 | extends KinematicBody 2 | class_name Player 3 | 4 | # Vectors 5 | var vel = Vector3.ZERO 6 | var snap = Vector3.DOWN 7 | 8 | # ConVars 9 | var ply_mousesensitivity = 2 10 | var ply_maxlookangle_down = -90 11 | var ply_maxlookangle_up = 90 12 | var ply_ylookspeed = 0.3 13 | var ply_xlookspeed = 0.3 14 | var ply_sidespeed = 20 15 | var ply_upspeed = 20 16 | var ply_forwardspeed = 20 17 | var ply_backspeed = 20 18 | var ply_maxspeed = 32 19 | var ply_accelerate = 20 20 | var ply_airaccelerate = 20 21 | var ply_noclipaccelerate = 20 22 | var ply_airspeedcap = 15 23 | var ply_friction = 4 24 | var ply_stopspeed = 100 25 | var ply_gravity = 140 26 | var ply_maxslopeangle = deg2rad(45) 27 | var ply_maxvelocity = 35000 28 | var ply_jumpheight = 6 29 | 30 | # Cheats 31 | var noclip : bool 32 | 33 | # Floats 34 | var sidemove : float 35 | var upmove : float 36 | var forwardmove : float 37 | var ylook : float 38 | var xlook : float 39 | var outstepheight : float 40 | 41 | # Bools 42 | var deadflag : bool 43 | 44 | -------------------------------------------------------------------------------- /project.godot: -------------------------------------------------------------------------------- 1 | ; Engine configuration file. 2 | ; It's best edited using the editor UI and not directly, 3 | ; since the parameters that go here are not all obvious. 4 | ; 5 | ; Format: 6 | ; [section] ; section goes between [] 7 | ; param=value ; assign values to parameters 8 | 9 | config_version=4 10 | 11 | _global_script_classes=[ { 12 | "base": "KinematicBody", 13 | "class": "Player", 14 | "language": "GDScript", 15 | "path": "res://Scripts/Player/player_movement.gd" 16 | }, { 17 | "base": "Spatial", 18 | "class": "PlayerStart", 19 | "language": "GDScript", 20 | "path": "res://Scripts/Tools/PlayerStart/PlayerStart.gd" 21 | } ] 22 | _global_script_class_icons={ 23 | "Player": "", 24 | "PlayerStart": "" 25 | } 26 | 27 | [application] 28 | 29 | config/name="GodotSourceEngineMovement" 30 | run/main_scene="res://Maps/crossfire.tscn" 31 | config/icon="res://icon.png" 32 | 33 | [debug] 34 | 35 | settings/fps/force_fps=200 36 | 37 | [display] 38 | 39 | window/size/width=1920 40 | window/size/height=1080 41 | window/size/fullscreen=true 42 | window/vsync/use_vsync=false 43 | 44 | [input] 45 | 46 | ui_accept={ 47 | "deadzone": 0.5, 48 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"unicode":0,"echo":false,"script":null) 49 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777222,"unicode":0,"echo":false,"script":null) 50 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null) 51 | , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) 52 | ] 53 | } 54 | ui_left={ 55 | "deadzone": 0.5, 56 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null) 57 | , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) 58 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null) 59 | ] 60 | } 61 | ui_right={ 62 | "deadzone": 0.5, 63 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null) 64 | , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null) 65 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null) 66 | ] 67 | } 68 | ui_up={ 69 | "deadzone": 0.5, 70 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null) 71 | , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null) 72 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null) 73 | ] 74 | } 75 | ui_down={ 76 | "deadzone": 0.5, 77 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null) 78 | , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null) 79 | , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null) 80 | ] 81 | } 82 | in_forward={ 83 | "deadzone": 0.5, 84 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null) 85 | ] 86 | } 87 | in_back={ 88 | "deadzone": 0.5, 89 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null) 90 | ] 91 | } 92 | in_left={ 93 | "deadzone": 0.5, 94 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null) 95 | ] 96 | } 97 | in_right={ 98 | "deadzone": 0.5, 99 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null) 100 | ] 101 | } 102 | in_up={ 103 | "deadzone": 0.5, 104 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null) 105 | ] 106 | } 107 | in_down={ 108 | "deadzone": 0.5, 109 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null) 110 | ] 111 | } 112 | in_jump={ 113 | "deadzone": 0.5, 114 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null) 115 | ] 116 | } 117 | in_crouch={ 118 | "deadzone": 0.5, 119 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777238,"unicode":0,"echo":false,"script":null) 120 | ] 121 | } 122 | in_sprint={ 123 | "deadzone": 0.5, 124 | "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null) 125 | ] 126 | } 127 | 128 | [physics] 129 | 130 | 3d/active_soft_world=false 131 | 132 | [rendering] 133 | 134 | environment/default_environment="res://default_env.tres" 135 | -------------------------------------------------------------------------------- /testmap.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=3 format=2] 2 | 3 | [ext_resource path="res://player.tscn" type="PackedScene" id=1] 4 | [ext_resource path="res://Maps/d1_coast_01.tscn" type="PackedScene" id=2] 5 | 6 | [node name="testmap" type="Spatial"] 7 | 8 | [node name="geometry" type="Spatial" parent="."] 9 | 10 | [node name="d1_coast_01" parent="geometry" instance=ExtResource( 2 )] 11 | transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) 12 | 13 | [node name="light_environment" parent="geometry/d1_coast_01" index="0"] 14 | directional_shadow_split_1 = 0.201 15 | directional_shadow_split_2 = 0.324 16 | directional_shadow_split_3 = 0.298 17 | 18 | [node name="entities" type="Spatial" parent="."] 19 | 20 | [node name="player" parent="entities" instance=ExtResource( 1 )] 21 | transform = Transform( 1, 0, -8.9407e-08, 0, 1, 0, 8.9407e-08, 0, 1, -786, 129.64, 894.5 ) 22 | 23 | [editable path="geometry/d1_coast_01"] 24 | --------------------------------------------------------------------------------