A game where you get to play as a slime, made with Godot.
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public partial class CameraController : Camera3D
{
[ExportCategory("Follow")]
[Export] public float FollowDistance { get; set; } = 1.2f;
[Export] public float FollowYOffset { get; set; } = 1.0f;
[Export] public float FollowSmoothing { get; set; } = 12.0f;
[ExportCategory("Rotation")]
[Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel.
[Export] public float PitchMinimum { get; set; } = 20;
[Export] public float PitchMaximum { get; set; } = 65;
[Export] public float PitchSmoothing { get; set; } = 12.0f;
// TODO: Gradually return to maximum spring length.
// TODO: Turn player transparent as the camera moves closer.
public static bool IsMouseCaptured
=> Input.MouseMode == Input.MouseModeEnum.Captured;
Node3D _player;
Vector3 _smoothPlayerPos;
public override void _Ready()
{
_player = this.GetParentOrThrow<Node3D>();
_smoothPlayerPos = _player.GlobalPosition;
Transform = _player.GlobalTransform.Translated(new(0.0f, FollowYOffset, 0.0f));
}
public override void _Input(InputEvent ev)
{
if (IsMouseCaptured && ev.IsActionPressed("ui_cancel")) {
// When escape is pressed, release the mouse.
Input.MouseMode = Input.MouseModeEnum.Visible;
GetViewport().SetInputAsHandled();
}
}
public override void _UnhandledInput(InputEvent ev)
{
switch (ev) {
case InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true } when !IsMouseCaptured:
// When left mouse button is pressed, capture the mouse.
Input.MouseMode = Input.MouseModeEnum.Captured;
GetViewport().SetInputAsHandled();
break;
case InputEventMouseMotion motion when IsMouseCaptured:
ApplyRotation(-motion.Relative * MouseSensitivity);
break;
}
}
void ApplyRotation(Vector2 delta)
{
var (pitch, yaw, _) = RotationDegrees;
pitch += delta.Y;
yaw += delta.X;
RotationDegrees = new(pitch, yaw, 0);
}
public override void _PhysicsProcess(double delta)
{
_smoothPlayerPos = _smoothPlayerPos.Damp(_player.GlobalPosition, FollowSmoothing, delta);
var target = _smoothPlayerPos
+ Basis.Z * FollowDistance
+ Vector3.Up * FollowYOffset;
Position = OffsetRayIntersection(_smoothPlayerPos, target, 0.2f);
}
Vector3 OffsetRayIntersection(Vector3 from, Vector3 to, float margin)
{
const PhysicsLayer CollisionMask = PhysicsLayer.Terrain
| PhysicsLayer.Objects;
var query = PhysicsRayQueryParameters3D.Create(from, to, (uint)CollisionMask);
var result = GetWorld3D().DirectSpaceState.IntersectRay(query);
if (result.Count > 0) {
var hit = (Vector3)result["position"];
var safeDistance = Max(0, from.DistanceTo(hit) - margin);
return from + (to - from).Normalized() * safeDistance;
} else {
// No intersection occured,
return to;
}
}
public override void _Process(double delta)
{
var pitch = RotationDegrees.X;
var (min, max) = (-PitchMaximum, -PitchMinimum);
if (pitch < min) pitch = pitch.Damp(min, PitchSmoothing, delta);
if (pitch > max) pitch = pitch.Damp(max, PitchSmoothing, delta);
RotationDegrees = RotationDegrees with { X = pitch };
}
}