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4 commits
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88a1a524f0
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9508f2078d |
3
.dir-locals.el
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3
.dir-locals.el
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@ -0,0 +1,3 @@
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((c++-mode . ((mode . clang-format-on-save))))
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((c-mode . ((mode c++-mode))))
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2
.gitignore
vendored
2
.gitignore
vendored
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@ -18,3 +18,5 @@ build.zip
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# general-purpose cache folder (used by e.g clangd)
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.cache
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__pycache__
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40
modules/authority/character.cpp
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40
modules/authority/character.cpp
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@ -0,0 +1,40 @@
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#include "character.h"
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#include "authority/macros.h"
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#include "core/config/engine.h"
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void CharacterData::_bind_methods() {
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BIND_PROPERTY(Variant::FLOAT, speed);
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}
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void Character::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, data, PROPERTY_HINT_RESOURCE_TYPE, "CharacterData");
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}
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void Character::physics_process(double delta) {
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Vector3 const velocity{ get_velocity() };
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Vector3 new_velocity{ velocity };
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new_velocity.x = this->world_movement_direction.x * this->data->get_speed();
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new_velocity.z = this->world_movement_direction.y * this->data->get_speed();
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set_velocity(new_velocity);
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move_and_slide();
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}
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void Character::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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set_physics_process(true);
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return;
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case NOTIFICATION_PHYSICS_PROCESS:
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physics_process(get_physics_process_delta_time());
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return;
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}
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}
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void Character::set_movement(Vector2 movement) {
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this->world_movement_direction = movement;
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}
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35
modules/authority/character.h
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35
modules/authority/character.h
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@ -0,0 +1,35 @@
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#pragma once
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#include "authority/macros.h"
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#include "core/io/resource.h"
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#include "scene/3d/physics/character_body_3d.h"
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class CharacterData : public Resource {
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GDCLASS(CharacterData, Resource);
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static void _bind_methods();
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private:
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float speed{};
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public:
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GET_SET_FNS(float, speed);
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};
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class Character : public CharacterBody3D {
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GDCLASS(Character, CharacterBody3D);
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protected:
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static void _bind_methods();
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void physics_process(double delta);
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void _notification(int what);
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public:
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void set_movement(Vector2 movement);
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private:
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Ref<CharacterData> data{};
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Vector2 world_movement_direction{};
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public:
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GET_SET_FNS(Ref<CharacterData>, data);
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};
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@ -17,4 +17,12 @@
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ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
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"get_" #m_property)
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#define GET_SET_FNS(m_type, m_property) \
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m_type get_##m_property() const { \
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return this->m_property; \
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} \
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void set_##m_property(m_type value) { \
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this->m_property = value; \
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}
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#endif // !GODOT_EXTRA_MACROS_H
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43
modules/authority/player_character.cpp
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43
modules/authority/player_character.cpp
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@ -0,0 +1,43 @@
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#include "player_character.h"
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#include "core/input/input.h"
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#include "scene/main/viewport.h"
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void PlayerCharacter::_bind_methods() {}
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void PlayerCharacter::process(double delta) {
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Basis const basis{ get_viewport()->get_camera_3d()->get_global_basis() };
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Vector2 backward{ basis.get_column(2).x, basis.get_column(2).z };
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Vector2 right{ basis.get_column(0).x, basis.get_column(0).z };
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set_movement({ backward.normalized() * this->last_movement_input.x + right.normalized() * this->last_movement_input });
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}
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void PlayerCharacter::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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set_process(true);
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set_process_unhandled_input(true);
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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}
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}
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void PlayerCharacter::unhandled_input(Ref<InputEvent> const &what) {
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if (what->is_action(input_move_left) || what->is_action(input_move_forward) || what->is_action(input_move_right) || what->is_action(input_move_backward)) {
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this->last_movement_input = {
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Input::get_singleton()->get_axis(input_move_left, input_move_right),
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Input::get_singleton()->get_axis(input_move_backward, input_move_forward)
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};
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get_viewport()->set_input_as_handled();
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}
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}
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String const PlayerCharacter::input_move_left{ "move_left" };
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String const PlayerCharacter::input_move_right{ "move_right" };
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String const PlayerCharacter::input_move_forward{ "move_forward" };
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String const PlayerCharacter::input_move_backward{ "move_backward" };
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21
modules/authority/player_character.h
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21
modules/authority/player_character.h
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#pragma once
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#include "authority/character.h"
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class PlayerCharacter : public Character {
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GDCLASS(PlayerCharacter, Character);
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static void _bind_methods();
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protected:
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void process(double delta);
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void _notification(int what);
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virtual void unhandled_input(Ref<InputEvent> const &what) override;
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private:
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Vector2 last_movement_input{ 0, 0 };
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static String const input_move_left;
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static String const input_move_right;
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static String const input_move_forward;
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static String const input_move_backward;
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};
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@ -1,11 +1,16 @@
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#include "register_types.h"
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#include "authority/character.h"
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#include "authority/player_character.h"
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#include "core/object/class_db.h"
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void initialize_authority_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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ClassDB::register_class<CharacterData>();
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ClassDB::register_class<Character>();
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ClassDB::register_class<PlayerCharacter>();
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}
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void uninitialize_authority_module(ModuleInitializationLevel p_level) {
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