Files
tactical-shooter/examples/multiplayer-fps/scripts/player-input.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00

130 lines
3.4 KiB
GDScript

extends BaseNetInput
class_name PlayerInputFPS
@export var mouse_sensitivity: float = 1.0
@export var big_gun: MeshInstance3D
@export var hud: CanvasGroup
@onready var camera: Camera3D = $"../Head/Camera3D"
# Config variables
var is_setup: bool = false
var override_mouse: bool = false
# Input latches (set in _input, consumed in _gather)
var _fire_pressed_latch := false
var _reload_pressed_latch := false
var _next_weapon_latch := false
var _prev_weapon_latch := false
var _slot_1_latch := false
var _slot_2_latch := false
var _slot_3_latch := false
var _slot_4_latch := false
# Input variables (frame-rate mouse accumulator)
var mouse_rotation: Vector2 = Vector2.ZERO
# Rollback input properties (set in _gather)
var look_angle: Vector2 = Vector2.ZERO
var movement: Vector3 = Vector3.ZERO
var jump: bool = false
var fire_held: bool = false
var fire_pressed: bool = false
var reload_pressed: bool = false
var next_weapon: bool = false
var prev_weapon: bool = false
var slot_1: bool = false
var slot_2: bool = false
var slot_3: bool = false
var slot_4: bool = false
var use_held: bool = false
func _notification(what):
if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
override_mouse = false
func _input(event: InputEvent) -> void:
if !is_multiplayer_authority(): return
if event is InputEventMouseMotion:
mouse_rotation.y += event.relative.x * mouse_sensitivity
mouse_rotation.x += event.relative.y * mouse_sensitivity
if event.is_action_pressed("escape"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
override_mouse = true
# Latched inputs — captured on press, consumed once in _gather
if event.is_action_pressed("mouse_weapon_fire"):
_fire_pressed_latch = true
if event.is_action_pressed("weapon_reload"):
_reload_pressed_latch = true
if event.is_action_pressed("weapon_next"):
_next_weapon_latch = true
if event.is_action_pressed("weapon_prev"):
_prev_weapon_latch = true
if event.is_action_pressed("weapon_slot_1"):
_slot_1_latch = true
if event.is_action_pressed("weapon_slot_2"):
_slot_2_latch = true
if event.is_action_pressed("weapon_slot_3"):
_slot_3_latch = true
if event.is_action_pressed("weapon_slot_4"):
_slot_4_latch = true
func _gather():
if !is_setup:
setup()
# Movement (continuous)
var mx = Input.get_axis("move_west", "move_east")
var mz = Input.get_axis("move_north", "move_south")
movement = Vector3(mx, 0, mz)
jump = Input.is_action_pressed("move_jump")
# Fire: held state + one-shot pressed latch
fire_held = Input.is_action_pressed("mouse_weapon_fire")
fire_pressed = _fire_pressed_latch
_fire_pressed_latch = false
# Weapon inputs (latched)
reload_pressed = _reload_pressed_latch
_reload_pressed_latch = false
next_weapon = _next_weapon_latch
_next_weapon_latch = false
prev_weapon = _prev_weapon_latch
_prev_weapon_latch = false
slot_1 = _slot_1_latch
_slot_1_latch = false
slot_2 = _slot_2_latch
_slot_2_latch = false
slot_3 = _slot_3_latch
_slot_3_latch = false
slot_4 = _slot_4_latch
_slot_4_latch = false
use_held = Input.is_action_pressed("use_action")
# Mouse look
if override_mouse:
look_angle = Vector2.ZERO
mouse_rotation = Vector2.ZERO
else:
look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
mouse_rotation = Vector2.ZERO
func setup():
is_setup = true
camera.current = true
big_gun.hide()
hud.show()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)