91b878f347
- 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)
167 lines
4.7 KiB
GDScript
167 lines
4.7 KiB
GDScript
extends BaseNetInput
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class_name PlayerInputFPS
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@export var mouse_sensitivity: float = 1.0
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@export var big_gun: MeshInstance3D
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@export var hud: CanvasGroup
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@onready var camera: Camera3D = $"../Head/Camera3D"
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# Config variables
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var is_setup: bool = false
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var override_mouse: bool = false
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# Input latches (set in _input, consumed in _gather)
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var _fire_pressed_latch := false
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var _reload_pressed_latch := false
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var _next_weapon_latch := false
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var _prev_weapon_latch := false
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var _slot_1_latch := false
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var _slot_2_latch := false
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var _slot_3_latch := false
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var _slot_4_latch := false
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# Direct keyboard state (bypasses Input.get_axis() for reliability)
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var _key_w := false
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var _key_s := false
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var _key_a := false
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var _key_d := false
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# Input variables (frame-rate mouse accumulator)
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var mouse_rotation: Vector2 = Vector2.ZERO
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# Rollback input properties (set in _gather)
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var look_angle: Vector2 = Vector2.ZERO
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var movement: Vector3 = Vector3.ZERO
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var jump: bool = false
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var fire_held: bool = false
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var fire_pressed: bool = false
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var reload_pressed: bool = false
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var next_weapon: bool = false
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var prev_weapon: bool = false
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var slot_1: bool = false
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var slot_2: bool = false
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var slot_3: bool = false
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var slot_4: bool = false
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var use_held: bool = false
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func _notification(what):
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if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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override_mouse = false
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print("[INPUT] Window focus gained — recaptured mouse")
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func _input(event: InputEvent) -> void:
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if !is_multiplayer_authority(): return
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if event is InputEventMouseMotion:
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mouse_rotation.y += event.relative.x * mouse_sensitivity
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mouse_rotation.x += event.relative.y * mouse_sensitivity
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if event.is_action_pressed("escape"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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override_mouse = true
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# Latched inputs — captured on press, consumed once in _gather
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if event.is_action_pressed("mouse_weapon_fire"):
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_fire_pressed_latch = true
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if event.is_action_pressed("weapon_reload"):
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_reload_pressed_latch = true
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if event.is_action_pressed("weapon_next"):
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_next_weapon_latch = true
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if event.is_action_pressed("weapon_prev"):
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_prev_weapon_latch = true
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if event.is_action_pressed("weapon_slot_1"):
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_slot_1_latch = true
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if event.is_action_pressed("weapon_slot_2"):
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_slot_2_latch = true
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if event.is_action_pressed("weapon_slot_3"):
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_slot_3_latch = true
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if event.is_action_pressed("weapon_slot_4"):
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_slot_4_latch = true
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# Track WASD directly from key events (backup for Input.get_axis())
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if event is InputEventKey and event.keycode != 0:
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match event.keycode:
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KEY_W: _key_w = event.pressed
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KEY_S: _key_s = event.pressed
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KEY_A: _key_a = event.pressed
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KEY_D: _key_d = event.pressed
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# Also check physical keycode as fallback
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match event.physical_keycode:
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KEY_W: _key_w = event.pressed
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KEY_S: _key_s = event.pressed
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KEY_A: _key_a = event.pressed
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KEY_D: _key_d = event.pressed
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func _gather():
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if !is_setup:
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print("[INPUT DEBUG] _gather first call - setting up")
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setup()
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# Movement: try Input.get_axis() first, fall back to direct key tracking
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var mx = Input.get_axis("move_west", "move_east")
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var mz = Input.get_axis("move_north", "move_south")
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# If Input.get_axis() returns 0 but keys are pressed via event tracking, use event tracking
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if mx == 0.0 and mz == 0.0:
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if _key_d: mx = 1.0
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elif _key_a: mx = -1.0
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if _key_s: mz = 1.0
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elif _key_w: mz = -1.0
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var old_mv = movement
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movement = Vector3(mx, 0, mz)
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if movement != old_mv and (mx != 0 or mz != 0):
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print("[INPUT DEBUG] _gather movement=%s (mx=%.2f mz=%.2f)" % [movement, mx, mz])
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jump = Input.is_action_pressed("move_jump")
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# Fire: held state + one-shot pressed latch
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fire_held = Input.is_action_pressed("mouse_weapon_fire")
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fire_pressed = _fire_pressed_latch
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_fire_pressed_latch = false
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# Weapon inputs (latched)
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reload_pressed = _reload_pressed_latch
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_reload_pressed_latch = false
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next_weapon = _next_weapon_latch
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_next_weapon_latch = false
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prev_weapon = _prev_weapon_latch
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_prev_weapon_latch = false
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slot_1 = _slot_1_latch
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_slot_1_latch = false
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slot_2 = _slot_2_latch
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_slot_2_latch = false
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slot_3 = _slot_3_latch
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_slot_3_latch = false
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slot_4 = _slot_4_latch
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_slot_4_latch = false
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use_held = Input.is_action_pressed("use_action")
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# Mouse look
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if override_mouse:
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look_angle = Vector2.ZERO
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mouse_rotation = Vector2.ZERO
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else:
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look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
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mouse_rotation = Vector2.ZERO
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func setup():
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is_setup = true
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camera.current = true
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big_gun.hide()
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hud.show()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# Ensure window has keyboard focus for WASD
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get_window().call_deferred("grab_focus")
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DisplayServer.call_deferred("window_move_to_foreground")
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print("[INPUT] Setup complete — camera active, mouse captured, focus grabbed")
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