Files
tactical-shooter/examples/multiplayer-fps/scripts/player-input.gd
T
shawn 91b878f347 Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle)
- Created weapon resource files with balanced stats
- Wired Pistol + Rifle into player.tscn replacing Kenney blasters
- Fixed WASD input (matched input map action names)
- Fixed Escape key toggles mouse capture
- Added Audio autoload singleton
- Fixed broken sound asset paths across all scripts
- Fixed all scene ext_resource text paths (nested under assets/kenney-fps/)
- Fixed all .import source_file paths
- Deleted stale .import files (will be regenerated by editor on open)
2026-07-05 22:53:27 -04:00

167 lines
4.7 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
# Direct keyboard state (bypasses Input.get_axis() for reliability)
var _key_w := false
var _key_s := false
var _key_a := false
var _key_d := 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
print("[INPUT] Window focus gained — recaptured mouse")
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
# Track WASD directly from key events (backup for Input.get_axis())
if event is InputEventKey and event.keycode != 0:
match event.keycode:
KEY_W: _key_w = event.pressed
KEY_S: _key_s = event.pressed
KEY_A: _key_a = event.pressed
KEY_D: _key_d = event.pressed
# Also check physical keycode as fallback
match event.physical_keycode:
KEY_W: _key_w = event.pressed
KEY_S: _key_s = event.pressed
KEY_A: _key_a = event.pressed
KEY_D: _key_d = event.pressed
func _gather():
if !is_setup:
print("[INPUT DEBUG] _gather first call - setting up")
setup()
# Movement: try Input.get_axis() first, fall back to direct key tracking
var mx = Input.get_axis("move_west", "move_east")
var mz = Input.get_axis("move_north", "move_south")
# If Input.get_axis() returns 0 but keys are pressed via event tracking, use event tracking
if mx == 0.0 and mz == 0.0:
if _key_d: mx = 1.0
elif _key_a: mx = -1.0
if _key_s: mz = 1.0
elif _key_w: mz = -1.0
var old_mv = movement
movement = Vector3(mx, 0, mz)
if movement != old_mv and (mx != 0 or mz != 0):
print("[INPUT DEBUG] _gather movement=%s (mx=%.2f mz=%.2f)" % [movement, mx, 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)
# Ensure window has keyboard focus for WASD
get_window().call_deferred("grab_focus")
DisplayServer.call_deferred("window_move_to_foreground")
print("[INPUT] Setup complete — camera active, mouse captured, focus grabbed")