feat: integrate ChaffGames FPS template as local player controller

Replaces the overhead box-mesh view with a full FPS character:

- mouse look, WASD movement, jump (Space), crouch (C), sprint (Shift), lean (Q/E)

- 6 weapons (LMB shoot, R reload, scroll switch, F melee, G drop)

- Crosshair HUD, ammo counter, sprint bar

- Client sends position to server at 20Hz for multiplayer visibility

- Server broadcasts positions to all peers

- Remote players shown as boxes (placeholder)

source: https://godotengine.org/asset-library/asset/2652 (MIT license)
This commit is contained in:
2026-07-02 00:26:45 -04:00
parent f0c95dcfd2
commit ad48f38ca5
70 changed files with 5297 additions and 52 deletions
@@ -0,0 +1,263 @@
extends Node3D
signal weapon_changed
signal update_ammo
signal update_weapon_stack
signal hit_successfull
signal add_signal_to_hud
signal connect_weapon_to_hud
@export var animation_player: AnimationPlayer
@export var melee_hitbox: ShapeCast3D
@export var max_weapons: int
@onready var bullet_point = get_node("%BulletPoint")
@onready var debug_bullet = preload("res://client/template/Spawnable_Objects/hit_debug.tscn")
var next_weapon: WeaponSlot
#The List of All Available weapons in the game
var spray_profiles: Dictionary = {}
var _count = 0
var shot_tween
@export var weapon_stack:Array[WeaponSlot] #An Array of weapons currently in possesion by the player
var current_weapon_slot: WeaponSlot = null
func _ready() -> void:
if weapon_stack.is_empty():
push_error("Weapon Stack is empty, please populate with weapons")
else:
animation_player.animation_finished.connect(_on_animation_finished)
for i in weapon_stack:
initialize(i) #current starts on the first weapon in the stack
current_weapon_slot = weapon_stack[0]
if check_valid_weapon_slot():
enter()
update_weapon_stack.emit(weapon_stack)
func _unhandled_key_input(event: InputEvent) -> void:
if not event.is_pressed():
return
if range(KEY_1, KEY_4).has(event.keycode):
var _slot_number = (event.keycode - KEY_1)
if weapon_stack.size()-1>=_slot_number:
exit(weapon_stack[_slot_number])
func _input(event: InputEvent) -> void:
if event.is_action_pressed("WeaponUp"):
if check_valid_weapon_slot():
var weapon_index = weapon_stack.find(current_weapon_slot)
weapon_index = min(weapon_index+1,weapon_stack.size()-1)
exit(weapon_stack[weapon_index])
if event.is_action_pressed("WeaponDown"):
if check_valid_weapon_slot():
var weapon_index = weapon_stack.find(current_weapon_slot)
weapon_index = max(weapon_index-1,0)
exit(weapon_stack[weapon_index])
if event.is_action_pressed("Shoot"):
if check_valid_weapon_slot():
shoot()
if event.is_action_released("Shoot"):
if check_valid_weapon_slot():
shot_count_update()
if event.is_action_pressed("Reload"):
if check_valid_weapon_slot():
reload()
if event.is_action_pressed("Drop_Weapon"):
if check_valid_weapon_slot():
drop(current_weapon_slot)
if event.is_action_pressed("Melee"):
if check_valid_weapon_slot():
melee()
func check_valid_weapon_slot()->bool:
if current_weapon_slot:
if current_weapon_slot.weapon:
return true
else:
push_warning("No Weapon Resource active on the weapon controler.")
else:
push_warning("No Current Weapon slot active on the weapon controler.")
return false
func initialize(_weapon_slot: WeaponSlot):
if !_weapon_slot or !_weapon_slot.weapon:
return
if _weapon_slot.weapon.weapon_spray:
spray_profiles[_weapon_slot.weapon.weapon_name] = _weapon_slot.weapon.weapon_spray.instantiate()
connect_weapon_to_hud.emit(_weapon_slot.weapon)
func enter() -> void:
animation_player.queue(current_weapon_slot.weapon.pick_up_animation)
weapon_changed.emit(current_weapon_slot.weapon.weapon_name)
update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
func exit(_next_weapon: WeaponSlot) -> void:
if _next_weapon != current_weapon_slot:
if animation_player.get_current_animation() != current_weapon_slot.weapon.change_animation:
animation_player.queue(current_weapon_slot.weapon.change_animation)
next_weapon = _next_weapon
func change_weapon(weapon_slot: WeaponSlot) -> void:
current_weapon_slot = weapon_slot
next_weapon = null
enter()
func shot_count_update() -> void:
shot_tween = get_tree().create_tween()
shot_tween.tween_property(self,"_count",0,1)
func shoot() -> void:
if current_weapon_slot.current_ammo != 0 or not current_weapon_slot.weapon.has_ammo:
if current_weapon_slot.weapon.incremental_reload and animation_player.current_animation == current_weapon_slot.weapon.reload_animation:
animation_player.stop()
if not animation_player.is_playing():
animation_player.play(current_weapon_slot.weapon.shoot_animation)
if current_weapon_slot.weapon.has_ammo:
current_weapon_slot.current_ammo -= 1
update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
if shot_tween:
shot_tween.kill()
var Spread = Vector2.ZERO
if current_weapon_slot.weapon.weapon_spray:
_count = _count + 1
Spread = spray_profiles[current_weapon_slot.weapon.weapon_name].Get_Spray(_count, current_weapon_slot.weapon.magazine)
load_projectile(Spread)
else:
reload()
func load_projectile(_spread):
var _projectile:Projectile = current_weapon_slot.weapon.projectile_to_load.instantiate()
_projectile.position = bullet_point.global_position
_projectile.rotation = owner.rotation
bullet_point.add_child(_projectile)
add_signal_to_hud.emit(_projectile)
var bullet_point_origin = bullet_point.global_position
_projectile._Set_Projectile(current_weapon_slot.weapon.damage,_spread,current_weapon_slot.weapon.fire_range, bullet_point_origin)
func reload() -> void:
if current_weapon_slot.current_ammo == current_weapon_slot.weapon.magazine:
return
elif not animation_player.is_playing():
if current_weapon_slot.reserve_ammo != 0:
animation_player.queue(current_weapon_slot.weapon.reload_animation)
else:
animation_player.queue(current_weapon_slot.weapon.out_of_ammo_animation)
func calculate_reload() -> void:
if current_weapon_slot.current_ammo == current_weapon_slot.weapon.magazine:
var anim_legnth = animation_player.get_current_animation_length()
animation_player.advance(anim_legnth)
return
var Mag_Amount = current_weapon_slot.weapon.magazine
if current_weapon_slot.weapon.incremental_reload:
Mag_Amount = current_weapon_slot.current_ammo+1
var Reload_Amount = min(Mag_Amount-current_weapon_slot.current_ammo,Mag_Amount,current_weapon_slot.reserve_ammo)
current_weapon_slot.current_ammo = current_weapon_slot.current_ammo+Reload_Amount
current_weapon_slot.reserve_ammo = current_weapon_slot.reserve_ammo-Reload_Amount
update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
shot_count_update()
func melee() -> void:
var Current_Anim = animation_player.get_current_animation()
if Current_Anim == current_weapon_slot.weapon.shoot_animation:
return
if Current_Anim != current_weapon_slot.weapon.melee_animation:
animation_player.play(current_weapon_slot.weapon.melee_animation)
if melee_hitbox.is_colliding():
var colliders = melee_hitbox.get_collision_count()
for c in colliders:
var Target = melee_hitbox.get_collider(c)
if Target.is_in_group("Target") and Target.has_method("Hit_Successful"):
hit_successfull.emit()
var Direction = (Target.global_transform.origin - owner.global_transform.origin).normalized()
var Position = melee_hitbox.get_collision_point(c)
Target.Hit_Successful(current_weapon_slot.weapon.melee_damage, Direction, Position)
func drop(_slot: WeaponSlot) -> void:
if _slot.weapon.can_be_dropped and weapon_stack.size() != 1:
var weapon_index = weapon_stack.find(_slot,0)
if weapon_index != -1:
weapon_stack.pop_at(weapon_index)
update_weapon_stack.emit(weapon_stack)
if _slot.weapon.weapon_drop:
var weapon_dropped = _slot.weapon.weapon_drop.instantiate()
weapon_dropped.weapon = _slot
weapon_dropped.set_global_transform(bullet_point.get_global_transform())
get_tree().get_root().add_child(weapon_dropped)
animation_player.play(current_weapon_slot.weapon.drop_animation)
weapon_index = max(weapon_index-1,0)
exit(weapon_stack[weapon_index])
else:
return
func _on_animation_finished(anim_name):
if anim_name == current_weapon_slot.weapon.shoot_animation:
if current_weapon_slot.weapon.auto_fire == true:
if Input.is_action_pressed("Shoot"):
shoot()
if anim_name == current_weapon_slot.weapon.change_animation:
change_weapon(next_weapon)
if anim_name == current_weapon_slot.weapon.reload_animation:
if !current_weapon_slot.weapon.incremental_reload:
calculate_reload()
func _on_pick_up_detection_body_entered(body: RigidBody3D):
var weapon_slot = body.weapon
for slot in weapon_stack:
if slot.weapon == weapon_slot.weapon:
var remaining
remaining = add_ammo(slot, weapon_slot.current_ammo+weapon_slot.reserve_ammo)
weapon_slot.current_ammo = min(remaining, slot.weapon.magazine)
weapon_slot.reserve_ammo = max(remaining - weapon_slot.current_ammo,0)
if remaining == 0:
body.queue_free()
return
if body.TYPE == "Weapon":
if weapon_stack.size() == max_weapons:
return
if body.Pick_Up_Ready == true:
var weapon_index = weapon_stack.find(current_weapon_slot)
weapon_stack.insert(weapon_index,weapon_slot)
update_weapon_stack.emit(weapon_stack)
exit(weapon_slot)
initialize(weapon_slot)
body.queue_free()
func add_ammo(_weapon_slot: WeaponSlot, ammo: int)->int:
var weapon = _weapon_slot.weapon
var required = weapon.max_ammo - _weapon_slot.reserve_ammo
var remaining = max(ammo - required,0)
_weapon_slot.reserve_ammo += min(ammo, required)
update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
return remaining