Photo_Game/Scene/player.tres.gd
2025-09-16 17:23:28 +02:00

222 lines
6.5 KiB
GDScript

extends CharacterBody3D
const camera_SPEED = 3.5
const Run_SPEED = 7.5
const Walk_SPEED = 5.0
const JUMP_VELOCITY = 4.5
const RAY_LENGTH = 1000
@export var CAMERA_SPEED = 0.01
@onready var camera := $Camera
@onready var player := $"."
@onready var camera3d := $Camera/Camera3D
@onready var target = $Control/target
@onready var CTR = $Shader/ColorRect
@onready var ray = $RayCast3D
@onready var img1 = $"Camera/open book/img1"
@onready var img2 = $"Camera/open book/img2"
@onready var img3 = $"Camera/open book/img3"
@onready var img4 = $"Camera/open book/img4"
@onready var img5 = $"Camera/open book/img5"
@onready var img6 = $"Camera/open book/img6"
var is_going = false
var num = 0
var img_num
var thread := Thread.new()
const freq = 2.0
const amp = 0.08
var t = 0.0
var cam_walk = false
var not_book = true
var visto = false
func _ready():
#CTR.transform.x = get_viewport().size.x
#CTR.transform.y = get_viewport().size.y
target.position.x = get_viewport().size.x / 2 - 626.0 / 2
target.position.y = get_viewport().size.y / 2 - 470.0 / 2
# se vede un qualsiasi input
func _unhandled_input(event: InputEvent) -> void:
# cattura il mouse in modo che non si vede
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# mostra di nuovo il mouse
elif event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
camera.rotate_y(-event.relative.x * CAMERA_SPEED)
camera3d.rotate_x(-event.relative.y * CAMERA_SPEED)
camera3d.rotation.x = clamp(camera3d.rotation.x, deg_to_rad(-50), deg_to_rad(60))
# prepara la fotocamera con la animazione
if event.is_action_pressed("fotocamera") and not_book:
is_going = true
$AnimPlayer.play('camera_anim')
cam_walk = true
# fa tornare indietro la fotocamera
if event.is_action_released("fotocamera") and not_book:
$AnimPlayer.play_backwards('camera_anim')
is_going = false
cam_walk = false
# fa la foto
if event.is_action_pressed('screenshot') and is_going and not_book:
$Control/target.set_visible(false)#ui che voglio togliere
if $AnimPlayer.is_playing() == false:
await get_tree().process_frame
await get_tree().process_frame
print('target'+str($Control/target.is_visible()))
#$Shader/CTR.set_visible(false)
take_screenshot()
$AnimPlayer2.play('scatto')
$Control/target.set_visible(true)
print('ciao')
# apre il libro
if Input.is_action_just_pressed('book'):
if not_book:
$AnimPlayer3.play('look_book')
not_book = false
else:
$AnimPlayer3.play_backwards("look_book")
not_book = true
#questo serve per fare la foto
func take_screenshot() -> void:
$Control/target.set_visible(false)
# prende lo screenshot di quello che si vede come texure credo...
var img = get_viewport().get_texture().get_image()
var img_num = str(num)
if visto:
num += 1
var file_path = "res://screenshot/image" + img_num + ".png"
print(num)
var img_copy := img.duplicate()
# usa un thread per salvare la foto senza laggare
var thread := Thread.new()
# non so che cazzo e callable me la detto chatgbt:)
var callable := func(): _save_image(img_copy, "res://screenshot/image" + img_num + ".png")
thread.start(callable)
print('img')
func _save_image(img: Image, path: String) -> void:
if visto and num<=6:
img.save_png(path)
# per far vedere nel libro
var image = Image.load_from_file(path)
var texture = ImageTexture.create_from_image(image)
if num == 1:
img1.texture = texture
elif num == 2:
img2.texture = texture
elif num == 3:
img3.texture = texture
elif num == 4:
img4.texture = texture
elif num == 5:
img5.texture = texture
elif num == 6:
img6.texture = texture
#apply_texture($"Camera/open book/Img1", path)
print('save')
#func apply_texture(mesh_instance_node, texture_path):
#var texture = ImageTexture.new()
#var image = Image.new()
#image.load(texture_path)
#texture.create_from_image(image)
#if mesh_instance_node.material_override:
#mesh_instance_node.material_override.albedo_texture = texture
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "up", "down")
var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if Input.is_action_pressed("RUN") and is_on_floor() and cam_walk == false:
if direction:
velocity.x = direction.x * Run_SPEED
velocity.z = direction.z * Run_SPEED
else:
velocity.x = move_toward(velocity.x, 0, Run_SPEED)
velocity.z = move_toward(velocity.z, 0, Run_SPEED)
elif Input.is_action_pressed("fotocamera"):
if direction:
velocity.x = direction.x * camera_SPEED
velocity.z = direction.z * camera_SPEED
else:
velocity.x = move_toward(velocity.x, 0, camera_SPEED)
velocity.z = move_toward(velocity.z, 0, camera_SPEED)
else:
if direction:
velocity.x = direction.x * Walk_SPEED
velocity.z = direction.z * Walk_SPEED
else:
velocity.x = move_toward(velocity.x, 0, Walk_SPEED)
velocity.z = move_toward(velocity.z, 0, Walk_SPEED)
t += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t)
move_and_slide()
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO
pos.y = sin(time * freq) * amp+ 1.626
pos.x = cos(time * freq / 2) * amp
return pos
func _on_timer_timeout() -> void:
if not ray.is_colliding():
visto = true
print('visto')
else:
visto=false
print('non visto')
#func _on_anim_player_animation_finished(look_book) -> void:
# not_book = true
# print('finito')
# controlla se il gruppo ORB (non mi ricordo come si chiama lol) visibile
func _on_visible_entrato() -> void:
var focus = get_tree().get_nodes_in_group("punti focus")
var nearest_spawn_point = focus[0]
for focu in focus:
if focu.global_position.distance_to(player.global_position) < nearest_spawn_point.global_position.distance_to(player.global_position):
nearest_spawn_point = focu
# usa ray per capire se e visibile (potrebbe essere un problema se ci sono tanti ORB)
ray.set_target_position(nearest_spawn_point.position)
$Timer.start()
if not ray.is_colliding():
visto = true
print('visto')
else: visto=false
func _on_visible_uscito() -> void:
visto = false
$Timer.stop()
print('non visto')