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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/

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MIT License
Copyright (c) 2023 Colormatic
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# quality-godot-first-person-2
Actually good first person controller for the Godot Engine.
MIT License (credit Colormatic Studios)
This first person controller was made because there aren't many first person controllers for Godot, and the ones that do exist are pretty bad.
It is highly customizable and comes with many features, QOL, and clean code.
Some parts came from StayAtHomeDev's FPS tutorial. You can find that [here](https://www.youtube.com/playlist?list=PLEHvj4yeNfeF6s-UVs5Zx5TfNYmeCiYwf).
# Directions
Move with WASD, space to jump, shift to sprint, C to crouch.
**FEATURES:**
- Extremely configurable
- In-air momentum
- Motion smoothing
- FOV smoothing
- Movement animations
- Crouching
- Sprinting
- 2 crosshairs/reticles, one is animated (more to come?)
- Controller/GamePad support (enabled through code, see wiki)
- In-editor tools (enable editable children to use)
If you make a cool game with this addon, I would love to hear about it!
# Wiki
**To start out**, you should probably remap all of the movement keys to your own control set.
You can make this a super basic controller by just disabling everything.
**How to add controller/GamePad support**
- In the controls export group, there is a commented section at the end that says "Uncomment this if you want full controller support". Uncomment that block.
- Make a key map for each direction (left, right, up, down) and map them to your joystick.
- Write in these keymaps in the controls section of the player settings.
- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
- You should now be able to look around with the joystick. Make sure you add the other controls to the input map. (movement, jumping, crouching, sprinting, etc.)
**Slope/staircase:**
Credit to @roberto-urbani23
In the character inspector, you can uncheck Stop on Slope and set the max angle to 89 (for some reason, 90 will make the player stuck). Also Snap Length to 1 otherwise your character will not remain attached to stairs if you sprint while going downstairs.
**How to change settings:**
Click on the character node and there should be settings in the "Feature Settings" group.
**How to add animations for a mesh:**
- Create a function for your animation and attach it to `_physics_process` to call it every frame.
- Use `input_dir` as a boolean (it is actually a `Vector2`) to know if the player is walking.
- Use the `state` member variable to tell if the player is sprinting or crouching.
- Use the `is_on_floor` function to tell if the player is standing or falling.
**How to change reticles (crosshairs):**
Change the "Default Reticle" setting to your reticle file.
During runtime:
Use the `change_reticle` function on the character.
**How to create a new reticle:**
- Choose a reticle to base it off of.
- Open that reticle and save it as a new reticle.
- Remove the script from the reticle and create a new one. (for some reason you have to do this)
- Edit the reticle to your needs.
- Follow the "how to change reticles" directions to use it.
**How to use the editor tools:**
- Enable editable children on the `CharacterBody` node
- Use the options in the Properties tab to change things
- These changes apply in runtime as well

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@tool
extends Node
# This does not effect runtime yet but will in the future.
@export_category("Controller Editor Module")
@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
set(new_rotation):
if HEAD:
head_y_rotation = new_rotation
HEAD.rotation.y = deg_to_rad(head_y_rotation)
update_configuration_warnings()
@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
set(new_rotation):
if HEAD:
head_x_rotation = new_rotation
HEAD.rotation.x = deg_to_rad(head_x_rotation)
update_configuration_warnings()
@export_group("Nodes")
@export var CHARACTER : CharacterBody3D
@export var head_path : String = "Head" # Relative to the parent node
#@export var CAMERA : Camera3D
#@export var HEADBOB_ANIMATION : AnimationPlayer
#@export var JUMP_ANIMATION : AnimationPlayer
#@export var CROUCH_ANIMATION : AnimationPlayer
#@export var COLLISION_MESH : CollisionShape3D
@onready var HEAD = get_node("../" + head_path)
func _ready():
if !Engine.is_editor_hint():
#print("not editor")
HEAD.rotation.y = deg_to_rad(head_y_rotation)
HEAD.rotation.x = deg_to_rad(head_x_rotation)
func _get_configuration_warnings():
var warnings = []
if head_y_rotation > 360:
warnings.append("The head rotation is greater than 360")
if head_y_rotation < -360:
warnings.append("The head rotation is less than -360")
# Returning an empty array gives no warnings
return warnings

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# COPYRIGHT Colormatic Studios
# MIT license
# Quality Godot First Person Controller v2
extends CharacterBody3D
#region Character Export Group
## The settings for the character's movement and feel.
@export_category("Character")
## The speed that the character moves at without crouching or sprinting.
@export var base_speed : float = 3.0
## The speed that the character moves at when sprinting.
@export var sprint_speed : float = 6.0
## The speed that the character moves at when crouching.
@export var crouch_speed : float = 1.0
## How fast the character speeds up and slows down when Motion Smoothing is on.
@export var acceleration : float = 10.0
## How high the player jumps.
@export var jump_velocity : float = 4.5
## How far the player turns when the mouse is moved.
@export var mouse_sensitivity : float = 0.1
## Invert the X axis input for the camera.
@export var invert_camera_x_axis : bool = false
## Invert the Y axis input for the camera.
@export var invert_camera_y_axis : bool = false
## Whether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
@export var immobile : bool = false
## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
@export_file var default_reticle
#endregion
#region Nodes Export Group
@export_group("Nodes")
## A reference to the camera for use in the character script. This is the parent node to the camera and is rotated instead of the camera for mouse input.
@export var HEAD : Node3D
## A reference to the camera for use in the character script.
@export var CAMERA : Camera3D
## A reference to the headbob animation for use in the character script.
@export var HEADBOB_ANIMATION : AnimationPlayer
## A reference to the jump animation for use in the character script.
@export var JUMP_ANIMATION : AnimationPlayer
## A reference to the crouch animation for use in the character script.
@export var CROUCH_ANIMATION : AnimationPlayer
## A reference to the the player's collision shape for use in the character script.
@export var COLLISION_MESH : CollisionShape3D
#endregion
#region Controls Export Group
# We are using UI controls because they are built into Godot Engine so they can be used right away
@export_group("Controls")
## Use the Input Map to map a mouse/keyboard input to an action and add a reference to it to this dictionary to be used in the script.
@export var controls : Dictionary = {
LEFT = "ui_left",
RIGHT = "ui_right",
FORWARD = "ui_up",
BACKWARD = "ui_down",
JUMP = "ui_accept",
CROUCH = "crouch",
SPRINT = "sprint",
PAUSE = "ui_cancel"
}
@export_subgroup("Controller Specific")
## This only affects how the camera is handled, the rest should be covered by adding controller inputs to the existing actions in the Input Map.
@export var controller_support : bool = false
## Use the Input Map to map a controller input to an action and add a reference to it to this dictionary to be used in the script.
@export var controller_controls : Dictionary = {
LOOK_LEFT = "look_left",
LOOK_RIGHT = "look_right",
LOOK_UP = "look_up",
LOOK_DOWN = "look_down"
}
## The sensitivity of the analog stick that controls camera rotation. Lower is less sensitive and higher is more sensitive.
@export_range(0.001, 1, 0.001) var look_sensitivity : float = 0.035
#endregion
#region Feature Settings Export Group
@export_group("Feature Settings")
## Enable or disable jumping. Useful for restrictive storytelling environments.
@export var jumping_enabled : bool = true
## Whether the player can move in the air or not.
@export var in_air_momentum : bool = true
## Smooths the feel of walking.
@export var motion_smoothing : bool = true
## Enables or disables sprinting.
@export var sprint_enabled : bool = true
## Toggles the sprinting state when button is pressed or requires the player to hold the button down to remain sprinting.
@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
## Enables or disables crouching.
@export var crouch_enabled : bool = true
## Toggles the crouch state when button is pressed or requires the player to hold the button down to remain crouched.
@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
## Wether sprinting should effect FOV.
@export var dynamic_fov : bool = true
## If the player holds down the jump button, should the player keep hopping.
@export var continuous_jumping : bool = true
## Enables the view bobbing animation.
@export var view_bobbing : bool = true
## Enables an immersive animation when the player jumps and hits the ground.
@export var jump_animation : bool = true
## This determines wether the player can use the pause button, not wether the game will actually pause.
@export var pausing_enabled : bool = true
## Use with caution.
@export var gravity_enabled : bool = true
## If your game changes the gravity value during gameplay, check this property to allow the player to experience the change in gravity.
@export var dynamic_gravity : bool = false
#endregion
#region Member Variable Initialization
# These are variables used in this script that don't need to be exposed in the editor.
var speed : float = base_speed
var current_speed : float = 0.0
# States: normal, crouching, sprinting
var state : String = "normal"
var low_ceiling : bool = false # This is for when the ceiling is too low and the player needs to crouch.
var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
# The reticle should always have a Control node as the root
var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
# Stores mouse input for rotating the camera in the physics process
var mouseInput : Vector2 = Vector2(0,0)
#endregion
#region Main Control Flow
func _ready():
#It is safe to comment this line if your game doesn't start with the mouse captured
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
HEAD.rotation.y = rotation.y
rotation.y = 0
if default_reticle:
change_reticle(default_reticle)
initialize_animations()
check_controls()
enter_normal_state()
func _process(_delta):
if pausing_enabled:
handle_pausing()
update_debug_menu_per_frame()
func _physics_process(delta): # Most things happen here.
# Gravity
if dynamic_gravity:
gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
if not is_on_floor() and gravity and gravity_enabled:
velocity.y -= gravity * delta
handle_jumping()
var input_dir = Vector2.ZERO
if not immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input.get_vector(controls.LEFT, controls.RIGHT, controls.FORWARD, controls.BACKWARD)
handle_movement(delta, input_dir)
handle_head_rotation()
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir)
if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov()
if view_bobbing:
play_headbob_animation(input_dir)
if jump_animation:
play_jump_animation()
update_debug_menu_per_tick()
was_on_floor = is_on_floor() # This must always be at the end of physics_process
#endregion
#region Input Handling
func handle_jumping():
if jumping_enabled:
if continuous_jumping: # Hold down the jump button
if Input.is_action_pressed(controls.JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else:
if Input.is_action_just_pressed(controls.JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity
func handle_movement(delta, input_dir):
var direction = input_dir.rotated(-HEAD.rotation.y)
direction = Vector3(direction.x, 0, direction.y)
move_and_slide()
if in_air_momentum:
if is_on_floor():
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
if motion_smoothing:
velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
else:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
func handle_head_rotation():
if invert_camera_x_axis:
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity * -1
else:
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
if invert_camera_y_axis:
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1
else:
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
if controller_support:
var controller_view_rotation = Input.get_vector(controller_controls.LOOK_DOWN, controller_controls.LOOK_UP, controller_controls.LOOK_RIGHT, controller_controls.LOOK_LEFT) * look_sensitivity # These are inverted because of the nature of 3D rotation.
if invert_camera_x_axis:
HEAD.rotation.x += controller_view_rotation.x * -1
else:
HEAD.rotation.x += controller_view_rotation.x
if invert_camera_y_axis:
HEAD.rotation.y += controller_view_rotation.y * -1
else:
HEAD.rotation.y += controller_view_rotation.y
mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func check_controls(): # If you add a control, you might want to add a check for it here.
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
if !InputMap.has_action(controls.JUMP):
push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
jumping_enabled = false
if !InputMap.has_action(controls.LEFT):
push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(controls.RIGHT):
push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(controls.FORWARD):
push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(controls.BACKWARD):
push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(controls.PAUSE):
push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
pausing_enabled = false
if !InputMap.has_action(controls.CROUCH):
push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
crouch_enabled = false
if !InputMap.has_action(controls.SPRINT):
push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
sprint_enabled = false
#endregion
#region State Handling
func handle_state(moving):
if sprint_enabled:
if sprint_mode == 0:
if Input.is_action_pressed(controls.SPRINT) and state != "crouching":
if moving:
if state != "sprinting":
enter_sprint_state()
else:
if state == "sprinting":
enter_normal_state()
elif state == "sprinting":
enter_normal_state()
elif sprint_mode == 1:
if moving:
# If the player is holding sprint before moving, handle that scenario
if Input.is_action_pressed(controls.SPRINT) and state == "normal":
enter_sprint_state()
if Input.is_action_just_pressed(controls.SPRINT):
match state:
"normal":
enter_sprint_state()
"sprinting":
enter_normal_state()
elif state == "sprinting":
enter_normal_state()
if crouch_enabled:
if crouch_mode == 0:
if Input.is_action_pressed(controls.CROUCH) and state != "sprinting":
if state != "crouching":
enter_crouch_state()
elif state == "crouching" and !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
elif crouch_mode == 1:
if Input.is_action_just_pressed(controls.CROUCH):
match state:
"normal":
enter_crouch_state()
"crouching":
if !$CrouchCeilingDetection.is_colliding():
enter_normal_state()
# Any enter state function should only be called once when you want to enter that state, not every frame.
func enter_normal_state():
#print("entering normal state")
var prev_state = state
if prev_state == "crouching":
CROUCH_ANIMATION.play_backwards("crouch")
state = "normal"
speed = base_speed
func enter_crouch_state():
#print("entering crouch state")
state = "crouching"
speed = crouch_speed
CROUCH_ANIMATION.play("crouch")
func enter_sprint_state():
#print("entering sprint state")
var prev_state = state
if prev_state == "crouching":
CROUCH_ANIMATION.play_backwards("crouch")
state = "sprinting"
speed = sprint_speed
#endregion
#region Animation Handling
func initialize_animations():
# Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION.play("RESET")
JUMP_ANIMATION.play("RESET")
CROUCH_ANIMATION.play("RESET")
func play_headbob_animation(moving):
if moving and is_on_floor():
var use_headbob_animation : String
match state:
"normal","crouching":
use_headbob_animation = "walk"
"sprinting":
use_headbob_animation = "sprint"
var was_playing : bool = false
if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
was_playing = true
HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
if !was_playing:
HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
# Let me explain that piece of code because it looks like it does the opposite of what it actually does.
# The headbob animation has two starting positions. One is at 0 and the other is at 1.
# randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
# This code is extremely performant but it makes no sense.
else:
if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
HEADBOB_ANIMATION.speed_scale = 1
HEADBOB_ANIMATION.play("RESET", 1)
func play_jump_animation():
if !was_on_floor and is_on_floor(): # The player just landed
var facing_direction : Vector3 = CAMERA.get_global_transform().basis.x
var facing_direction_2D : Vector2 = Vector2(facing_direction.x, facing_direction.z).normalized()
var velocity_2D : Vector2 = Vector2(velocity.x, velocity.z).normalized()
# Compares velocity direction against the camera direction (via dot product) to determine which landing animation to play.
var side_landed : int = round(velocity_2D.dot(facing_direction_2D))
if side_landed > 0:
JUMP_ANIMATION.play("land_right", 0.25)
elif side_landed < 0:
JUMP_ANIMATION.play("land_left", 0.25)
else:
JUMP_ANIMATION.play("land_center", 0.25)
#endregion
#region Debug Menu
func update_debug_menu_per_frame():
$UserInterface/DebugPanel.add_property("FPS", Performance.get_monitor(Performance.TIME_FPS), 0)
var status : String = state
if !is_on_floor():
status += " in the air"
$UserInterface/DebugPanel.add_property("State", status, 4)
func update_debug_menu_per_tick():
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3.ZERO.distance_to(get_real_velocity())
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
var cv : Vector3 = get_real_velocity()
var vd : Array[float] = [
snappedf(cv.x, 0.001),
snappedf(cv.y, 0.001),
snappedf(cv.z, 0.001)
]
var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2])
$UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3)
func _unhandled_input(event : InputEvent):
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
mouseInput.x += event.relative.x
mouseInput.y += event.relative.y
# Toggle debug menu
elif event is InputEventKey:
if event.is_released():
# Where we're going, we don't need InputMap
if event.keycode == 4194338: # F7
$UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
#endregion
#region Misc Functions
func change_reticle(reticle): # Yup, this function is kinda strange
if RETICLE:
RETICLE.queue_free()
RETICLE = load(reticle).instantiate()
RETICLE.character = self
$UserInterface.add_child(RETICLE)
func update_camera_fov():
if state == "sprinting":
CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
else:
CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
func handle_pausing():
if Input.is_action_just_pressed(controls.PAUSE):
# You may want another node to handle pausing, because this player may get paused too.
match Input.mouse_mode:
Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
#get_tree().paused = false
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
#get_tree().paused = false
#endregion

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[gd_scene load_steps=22 format=3 uid="uid://cc1m2a1obsyn4"]
[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
[ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
albedo_color = Color(0.909804, 0.596078, 0, 1)
clearcoat_enabled = true
clearcoat_roughness = 0.2
[sub_resource type="CapsuleMesh" id="CapsuleMesh_jw1de"]
material = SubResource("StandardMaterial3D_kp17n")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
[sub_resource type="Animation" id="Animation_j8cx7"]
resource_name = "RESET"
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:position")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:position")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1, 0)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Head:position")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1.5, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Mesh:mesh:height")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [2.0]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("Collision:shape:height")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [2.0]
}
[sub_resource type="Animation" id="Animation_5ec5e"]
resource_name = "crouch"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:position")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:position")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Head:position")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Mesh:mesh:height")
tracks/3/interp = 2
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [2.0, 1.5]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("Collision:shape:height")
tracks/4/interp = 2
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [2.0, 1.5]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
_data = {
"RESET": SubResource("Animation_j8cx7"),
"crouch": SubResource("Animation_5ec5e")
}
[sub_resource type="Animation" id="Animation_gh776"]
resource_name = "RESET"
length = 0.001
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0)
}
[sub_resource type="Animation" id="Animation_8ku67"]
resource_name = "sprint"
length = 2.0
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.06, -0.25, 0, 0.25, -0.01, 0, 0, 0, 0, 0, -0.06, -0.25, 0.01, 0.25, 0.01, 0, 0, 0, 0, 0, 0.06, -0.25, -0.01, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="Animation" id="Animation_lrqmv"]
resource_name = "walk"
length = 2.0
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
_data = {
"RESET": SubResource("Animation_gh776"),
"sprint": SubResource("Animation_8ku67"),
"walk": SubResource("Animation_lrqmv")
}
[sub_resource type="Animation" id="Animation_fvvjq"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_s07ye"]
resource_name = "jump"
length = 3.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.6, 3),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_3eyjl"]
resource_name = "land_center"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_l1rph"]
resource_name = "land_left"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_vsknp"]
resource_name = "land_right"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
_data = {
"RESET": SubResource("Animation_fvvjq"),
"jump": SubResource("Animation_s07ye"),
"land_center": SubResource("Animation_3eyjl"),
"land_left": SubResource("Animation_l1rph"),
"land_right": SubResource("Animation_vsknp")
}
[sub_resource type="Theme" id="Theme_wdf0f"]
MarginContainer/constants/margin_bottom = 10
MarginContainer/constants/margin_left = 10
MarginContainer/constants/margin_right = 10
MarginContainer/constants/margin_top = 10
[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0)
script = ExtResource("1_0t4e8")
default_reticle = "res://addons/fpc/reticles/reticle_1.tscn"
HEAD = NodePath("Head")
CAMERA = NodePath("Head/Camera")
HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
JUMP_ANIMATION = NodePath("Head/JumpAnimation")
CROUCH_ANIMATION = NodePath("CrouchAnimation")
COLLISION_MESH = NodePath("Collision")
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_jw1de")
[node name="Collision" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_uy03j")
[node name="CrouchAnimation" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_5e5t5")
}
[node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Camera" type="Camera3D" parent="Head"]
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
libraries = {
"": SubResource("AnimationLibrary_o0unb")
}
blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
libraries = {
"": SubResource("AnimationLibrary_qeg5r")
}
speed_scale = 4.0
[node name="UserInterface" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
visible = false
layout_mode = 0
offset_left = 10.0
offset_top = 10.0
offset_right = 453.0
offset_bottom = 50.0
theme = SubResource("Theme_wdf0f")
script = ExtResource("3_x1wcc")
[node name="MarginContainer" type="MarginContainer" parent="UserInterface/DebugPanel"]
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="UserInterface/DebugPanel/MarginContainer"]
layout_mode = 2
[node name="CrouchCeilingDetection" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_k4wwl")
target_position = Vector3(0, 0.5, 0)
[node name="EditorModule" type="Node" parent="."]
script = ExtResource("3_v3ckk")

View file

@ -0,0 +1,18 @@
extends PanelContainer
func _process(delta):
if visible:
pass
func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
var target
target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
if !target:
target = Label.new() # Debug lines are of type Label
$MarginContainer/VBoxContainer.add_child(target)
target.name = title
target.text = title + ": " + str(value)
elif visible:
target.text = title + ": " + str(value)
$MarginContainer/VBoxContainer.move_child(target, order)

View file

@ -0,0 +1,37 @@
[gd_scene load_steps=2 format=3 uid="uid://coqpusufa8a6k"]
[sub_resource type="GDScript" id="GDScript_10f85"]
script/source = "extends CenterContainer
@export_category(\"Reticle\")
@export_group(\"Nodes\")
@export var character : CharacterBody3D
@export_group(\"Settings\")
@export var dot_size : int = 1
@export var dot_color : Color = Color.WHITE
func _process(_delta):
if visible: # If the reticle is disabled (not visible), don't bother updating it
update_reticle_settings()
func update_reticle_settings():
$dot.scale.x = dot_size
$dot.scale.y = dot_size
$dot.color = dot_color
"
[node name="Reticle" type="CenterContainer"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
script = SubResource("GDScript_10f85")
[node name="dot" type="Polygon2D" parent="."]
polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)

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@ -0,0 +1,104 @@
[gd_scene load_steps=2 format=3 uid="uid://3mij3cjhkwsm"]
[sub_resource type="GDScript" id="GDScript_a8kpl"]
script/source = "extends CenterContainer
@export_category(\"Reticle\")
@export_group(\"Nodes\")
@export var reticle_lines : Array[Line2D]
@export var character : CharacterBody3D
@export_group(\"Animate\")
@export var animated_reticle : bool = true
@export var reticle_speed : float = 0.5
@export var reticle_spread : float = 4.0
@export_group(\"Dot Settings\")
@export var dot_size : int = 1
@export var dot_color : Color = Color.WHITE
@export_group(\"Line Settings\")
@export var line_color : Color = Color.WHITE
@export var line_width : int = 2
@export var line_length : int = 10
@export var line_distance : int = 5
@export_enum(\"None\", \"Round\") var cap_mode : int = 0
func _process(_delta):
if visible: # If the reticle is disabled (not visible), don't bother updating it
update_reticle_settings()
if animated_reticle:
animate_reticle_lines()
func animate_reticle_lines():
var vel = character.get_real_velocity()
var origin = Vector3(0,0,0)
var pos = Vector2(0,0)
var speed = origin.distance_to(vel)
reticle_lines[0].position = lerp(reticle_lines[0].position, pos + Vector2(0, -speed * reticle_spread), reticle_speed)
reticle_lines[1].position = lerp(reticle_lines[1].position, pos + Vector2(-speed * reticle_spread, 0), reticle_speed)
reticle_lines[2].position = lerp(reticle_lines[2].position, pos + Vector2(speed * reticle_spread, 0), reticle_speed)
reticle_lines[3].position = lerp(reticle_lines[3].position, pos + Vector2(0, speed * reticle_spread), reticle_speed)
func update_reticle_settings():
# Dot
$dot.scale.x = dot_size
$dot.scale.y = dot_size
$dot.color = dot_color
# Lines
for line in reticle_lines:
line.default_color = line_color
line.width = line_width
if cap_mode == 0:
line.begin_cap_mode = Line2D.LINE_CAP_NONE
line.end_cap_mode = Line2D.LINE_CAP_NONE
elif cap_mode == 1:
line.begin_cap_mode = Line2D.LINE_CAP_ROUND
line.end_cap_mode = Line2D.LINE_CAP_ROUND
# Please someone find a better way to do this
reticle_lines[0].points[0].y = -line_distance
reticle_lines[0].points[1].y = -line_length - line_distance
reticle_lines[1].points[0].x = -line_distance
reticle_lines[1].points[1].x = -line_length - line_distance
reticle_lines[2].points[0].x = line_distance
reticle_lines[2].points[1].x = line_length + line_distance
reticle_lines[3].points[0].y = line_distance
reticle_lines[3].points[1].y = line_length + line_distance
"
[node name="Reticle" type="CenterContainer" node_paths=PackedStringArray("reticle_lines")]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
script = SubResource("GDScript_a8kpl")
reticle_lines = [NodePath("top"), NodePath("left"), NodePath("right"), NodePath("bottom")]
[node name="dot" type="Polygon2D" parent="."]
polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)
[node name="top" type="Line2D" parent="."]
points = PackedVector2Array(0, -5, 0, -15)
width = 2.0
[node name="left" type="Line2D" parent="."]
points = PackedVector2Array(-5, 0, -15, 0)
width = 2.0
[node name="right" type="Line2D" parent="."]
points = PackedVector2Array(5, 0, 15, 0)
width = 2.0
[node name="bottom" type="Line2D" parent="."]
points = PackedVector2Array(0, 5, 0, 15)
width = 2.0

View file

@ -0,0 +1,126 @@
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
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config/icon="res://icon.svg"
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