Files
tactical-shooter/client/characters/character/fps_character_controller.gd
T
shawn 589b90d886 fix: FPS character controller review fixes
- Camera: Make view bob additive to crouch eye height (was overwriting position.y)
- Camera: Sustain sprint FOV kick while sprinting (was recovering immediately)
- Camera: Remove unused _was_sprinting variable
- Controller: Use just_pressed for jump (was sending every frame while held)
- Controller: Direct input dict assignment instead of merge() to avoid alloc
- Controller: Add clearer comments on server-authoritative readback mode
2026-07-01 18:35:16 -04:00

402 lines
13 KiB
GDScript

## FPSCharacterController — first-person character for a networked tactical shooter.
##
## Bridges Godot Input → SimulationServer (GDExtension C++ core).
## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump.
##
## Usage (scene tree):
## FPSCharacterController (CharacterBody3D)
## ├── FpsCamera (Camera3D) — script: fps_camera.gd
## ├── CollisionShape3D (capsule)
## └── (optional weapons/arms child)
##
## Connects to SimulationServer via `apply_input()` each frame.
## Reads server snapshot data and updates the node transform.
##
## Walk Toggle: Tap Shift to toggle sprint on/off.
## Crouch: Hold Ctrl to crouch. Smooth lerp transition.
## Jump: Press Space.
## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
class_name FPSCharacterController
extends CharacterBody3D
# ---------------------------------------------------------------------------
# Exports — tune per weapon / game feel
# ---------------------------------------------------------------------------
## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5° rotation.
@export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005
## Mouse vertical sensitivity multiplier (1.0 = same as horizontal).
@export_range(0.1, 2.0, 0.05) var mouse_vertical_ratio: float = 0.8
## Invert vertical look.
@export var invert_y: bool = false
## Maximum pitch angle (degrees) — prevents looking upside down.
@export_range(1, 89) var max_pitch: float = 89.0
## Entity ID assigned by SimulationServer. Set via spawn_entity() response.
@export var entity_id: int = -1
## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint.
@export var walk_toggle: bool = true
## If true, crouch toggles on press. If false, hold Ctrl to crouch.
@export var crouch_toggle: bool = false
## Time in seconds for crouch height transition (lerp).
@export var crouch_transition_time: float = 0.15
## Eye height when standing (Godot units, from feet).
@export var eye_height_stand: float = 1.7
## Eye height when crouching.
@export var eye_height_crouch: float = 0.9
## Collision shape height when standing.
@export var collision_height_stand: float = 1.8
## Collision shape height when crouching.
@export var collision_height_crouch: float = 1.0
# ---------------------------------------------------------------------------
# Internal state
# ---------------------------------------------------------------------------
## Reference to SimulationServer singleton (set in _ready).
var _server: Object = null
## Current look rotation.
var _yaw: float = 0.0
var _pitch: float = 0.0
## Crouch lerp target (0.0 = standing, 1.0 = full crouch).
var _crouch_target: float = 0.0
var _crouch_current: float = 0.0
## Walk-toggle state. If walk_toggle is true, toggles each time sprint input activates.
var _sprint_active: bool = false
var _sprint_pressed_last: bool = false
## Crouch toggle state.
var _crouch_active: bool = false
var _crouch_pressed_last: bool = false
## Input sequence counter — increment each frame for server reconciliation.
var _input_sequence: int = 0
## Cached input dictionary (avoids alloc per frame).
var _input_dict: Dictionary = {}
## Mouse capture state.
var _mouse_captured: bool = false
var _mouse_clicked_this_frame: bool = false
# ---------------------------------------------------------------------------
# Node references (set in _ready)
# ---------------------------------------------------------------------------
var _camera: Node3D = null
var _collision_shape: CollisionShape3D = null
var _capsule_shape: CapsuleShape3D = null
# Cached standing/crouching shape parameters.
var _stand_capsule_height: float = 0.0
var _crouch_capsule_height: float = 0.0
var _capsule_radius: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Find SimulationServer
if Engine.has_singleton("SimulationServer"):
_server = Engine.get_singleton("SimulationServer")
else:
push_warning("FPSCharacterController: SimulationServer singleton not found. " +
"Running in standalone (local physics) mode.")
# Locate camera
_camera = get_node_or_null("%FpsCamera")
if _camera == null:
# Try to find any Camera3D child
for child in get_children():
if child is Camera3D:
_camera = child
break
if _camera == null:
push_error("FPSCharacterController: No Camera3D child found. Mouse look disabled.")
# Locate collision shape
for child in get_children():
if child is CollisionShape3D:
_collision_shape = child
if child.shape is CapsuleShape3D:
_capsule_shape = child.shape
_capsule_radius = _capsule_shape.radius
_stand_capsule_height = collision_height_stand - 2.0 * _capsule_radius
_crouch_capsule_height = collision_height_crouch - 2.0 * _capsule_radius
_capsule_shape.height = _stand_capsule_height
break
# Start with mouse captured
_capture_mouse(true)
# Initialize yaw/pitch from current transform
_yaw = rotation.y
if _camera:
_pitch = _camera.rotation.x
# Initialize crouch animation state
_crouch_current = 0.0
_update_crouch(0.0)
func _input(event: InputEvent) -> void:
# Mouse look
if event is InputEventMouseMotion and _mouse_captured:
var rel: Vector2 = event.relative
# Yaw (body rotation)
_yaw -= rel.x * mouse_sensitivity
# Pitch (camera rotation) — negative = look down, positive = look up
var invert: float = -1.0 if invert_y else 1.0
_pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert
_pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
# Mouse capture toggle
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if not _mouse_captured:
_capture_mouse(true)
else:
# LMB fires weapon — handled in _physics_process via shoot_pressed
_mouse_clicked_this_frame = true
func _unhandled_input(event: InputEvent) -> void:
# Escape to release mouse
if event.is_action_pressed("ui_cancel"):
_capture_mouse(false)
# ---------------------------------------------------------------------------
# Main loop
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# 1. Capture input state
var input_dir := _get_move_direction()
var jump_pressed := Input.is_action_just_pressed(&"jump")
var sprint_pressed := Input.is_action_pressed(&"sprint")
var crouch_pressed := Input.is_action_pressed(&"crouch")
var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot")
var aim_pressed := Input.is_action_pressed(&"aim")
_mouse_clicked_this_frame = false
# 2. Walk toggle logic
if walk_toggle:
if sprint_pressed and not _sprint_pressed_last:
_sprint_active = not _sprint_active
_sprint_pressed_last = sprint_pressed
else:
_sprint_active = sprint_pressed
# 3. Crouch toggle logic
if crouch_toggle:
if crouch_pressed and not _crouch_pressed_last:
_crouch_active = not _crouch_active
_crouch_pressed_last = crouch_pressed
else:
_crouch_active = crouch_pressed
# 4. Crouch height transition
var target_crouch: float = 1.0 if _crouch_active else 0.0
_crouch_target = target_crouch
var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
if _crouch_current < _crouch_target:
_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
elif _crouch_current > _crouch_target:
_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
_update_crouch(_crouch_current)
# 5. Apply rotation
rotation.y = _yaw
if _camera:
_camera.rotation.x = _pitch
# 6. Send input to simulation server
if _server != null and entity_id >= 0:
# Build input for SimulationServer (mutate cached dict to avoid alloc)
_input_dict["move_direction"] = input_dir
_input_dict["look_yaw"] = rad_to_deg(_yaw)
_input_dict["look_pitch"] = rad_to_deg(_pitch)
_input_dict["jump"] = jump_pressed
_input_dict["crouch"] = _crouch_active
_input_dict["sprint"] = _sprint_active
_input_dict["shoot"] = shoot_pressed
_input_dict["aim"] = aim_pressed
_input_dict["input_sequence"] = _input_sequence
_server.apply_input(entity_id, _input_dict)
if shoot_pressed:
_server.fire_weapon(entity_id)
_input_sequence += 1
# 7. Read server state back (for local simulation / listen server)
# The SimulationServer.tick() call happens in the game manager / network layer.
# Here we optionally read the entity's canonical position from the server.
# NOTE: On a dedicated client, position comes from the network replication
# layer (server snapshot), not from direct server entity access.
# On a listen server (host+client same process) or in standalone mode,
# reading position directly from the server entity is correct.
if _server != null and entity_id >= 0:
var entity = _server.get_entity(entity_id)
if entity != null and entity.is_alive():
# Server position is ground truth — apply it to the visual body
# (only correct on listen-server; pure clients must use replication)
global_position = entity.position
else:
# Standalone mode: do local CharacterBody3D physics
_move_local(input_dir, delta, jump_pressed)
# ---------------------------------------------------------------------------
# Local movement (standalone / no-server fallback)
# ---------------------------------------------------------------------------
## Walk speed (standalone mode).
@export var local_walk_speed: float = 5.0
## Sprint speed (standalone mode).
@export var local_sprint_speed: float = 8.0
## Crouch speed (standalone mode).
@export var local_crouch_speed: float = 2.5
## Jump velocity (standalone mode).
@export var local_jump_velocity: float = 4.5
## Gravity (standalone mode).
@export var local_gravity: float = 15.0
## Acceleration (standalone mode).
@export var local_acceleration: float = 12.0
func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
# Simple CharacterBody3D movement for standalone testing
var target_speed: float = local_walk_speed
if _sprint_active:
target_speed = local_sprint_speed
if _crouch_active:
target_speed = local_crouch_speed
var wish_dir := (transform.basis * input_dir).normalized()
var target_vel := wish_dir * target_speed
# Horizontal acceleration
var h_vel := Vector3(velocity.x, 0.0, velocity.z)
h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
velocity.x = h_vel.x
velocity.z = h_vel.z
# Gravity
if not is_on_floor():
velocity.y -= local_gravity * delta
# Jump
if jump and is_on_floor():
velocity.y = local_jump_velocity
move_and_slide()
# ---------------------------------------------------------------------------
# Crouch height management
# ---------------------------------------------------------------------------
func _update_crouch(amount: float) -> void:
## amount: 0.0 = standing, 1.0 = fully crouched
# Eye height — camera position relative to body origin (character feet at origin)
if _camera:
_camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount)
# Collision shape — capsule height (cylindrical section)
if _capsule_shape:
_capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount)
# Move the collision shape center so the capsule base stays on the ground:
# shift = (crouch_total - stand_total) / 2, negative = moves down
if _collision_shape:
_collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount)
# ---------------------------------------------------------------------------
# Input helpers
# ---------------------------------------------------------------------------
func _get_move_direction() -> Vector3:
var dir := Vector3.ZERO
if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
dir.z -= 1.0
if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
dir.z += 1.0
if Input.is_action_pressed(&"move_left"):
dir.x -= 1.0
if Input.is_action_pressed(&"move_right"):
dir.x += 1.0
# Normalize for analog stick deadzone
if dir.length_squared() > 0.0:
dir = dir.normalized()
return dir
func _capture_mouse(capture: bool) -> void:
if capture == _mouse_captured:
return
_mouse_captured = capture
if capture:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Set the entity ID assigned by SimulationServer after spawning.
func set_entity_id(id: int) -> void:
entity_id = id
## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
func get_crouch_amount() -> float:
return _crouch_current
## Is the player currently sprinting?
func is_sprinting() -> bool:
return _sprint_active
## Is the player currently crouching?
func is_crouching() -> bool:
return _crouch_active
## Force look direction (useful for spectator / spawn reset).
func set_look(yaw_rad: float, pitch_rad: float) -> void:
_yaw = yaw_rad
_pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
## Reset to default standing state.
func reset_pose() -> void:
_sprint_active = false
_crouch_active = false
_sprint_pressed_last = false
_crouch_pressed_last = false
_crouch_current = 0.0
_crouch_target = 0.0
_update_crouch(0.0)