Added a forward facing light effect to the player.
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cbdea22143
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@ -62,3 +62,8 @@ ui_down={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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player_light={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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@ -50,6 +50,8 @@ shape = SubResource("SphereShape3D_mx8sn")
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[node name="Camera3D" type="Camera3D" parent="Player"]
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[node name="Camera3D" type="Camera3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.31670225, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.31670225, 0)
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[node name="SpotLight3D" type="SpotLight3D" parent="Player"]
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[node name="Ground" type="StaticBody3D" parent="."]
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[node name="Ground" type="StaticBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
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@ -96,6 +96,9 @@ func _input(event):
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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zoom_camera(ZOOM_FACTOR) # Zoom out
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zoom_camera(ZOOM_FACTOR) # Zoom out
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if event.is_action_pressed("player_light"):
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$SpotLight3D.visible = !$SpotLight3D.visible
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func zoom_camera(factor):
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func zoom_camera(factor):
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var new_fov = cam.fov * factor
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var new_fov = cam.fov * factor
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cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
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cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
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