Adding basic car
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+53
-17
@@ -20,11 +20,14 @@ var current_number_of_jumps := 0
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var _pending_mouse_delta := Vector2.ZERO
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var _last_move_forward := Vector3(0, 0, 1)
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var _last_move_right := Vector3(1, 0, 0)
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var _camera_offset_local := Vector3.ZERO
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var _camera_yaw := 0.0
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var _camera_pitch := 0.0
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@export var camera_follow_speed := 10.0
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var _camera_offset_local := Vector3.ZERO
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var _camera_yaw := 0.0
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var _camera_pitch := 0.0
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var _in_vehicle := false
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var _vehicle_collision_layer := 0
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var _vehicle_collision_mask := 0
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@export var camera_follow_speed := 10.0
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var jump_sound = preload("res://assets/audio/jump.ogg")
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var audio_player = AudioStreamPlayer.new()
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@@ -35,7 +38,7 @@ var audio_player = AudioStreamPlayer.new()
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@onready var phone: CanvasLayer = get_node(phone_path) if phone_path != NodePath("") else null
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var phone_visible := false
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func _ready() -> void:
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func _ready() -> void:
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axis_lock_angular_x = true
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axis_lock_angular_z = true
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angular_damp = 6.0
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@@ -44,7 +47,7 @@ func _ready() -> void:
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add_child(audio_player)
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audio_player.stream = jump_sound
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audio_player.volume_db = -20
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if cam:
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if cam:
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_camera_offset_local = cam.transform.origin
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_camera_pitch = cam.rotation.x
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_camera_yaw = global_transform.basis.get_euler().y
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@@ -58,11 +61,16 @@ func _ready() -> void:
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right.y = 0.0
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if forward.length() > 0.0001:
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_last_move_forward = forward.normalized()
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if right.length() > 0.0001:
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_last_move_right = right.normalized()
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func _integrate_forces(state):
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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if right.length() > 0.0001:
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_last_move_right = right.normalized()
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_mask = collision_mask
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func _integrate_forces(state):
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if _in_vehicle:
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linear_velocity = Vector3.ZERO
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return
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
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@@ -126,8 +134,10 @@ func _integrate_forces(state):
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cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
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cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
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func _input(event):
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if event is InputEventMouseButton:
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func _input(event):
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if _in_vehicle:
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_MIDDLE:
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if event.pressed:
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cameraMoveMode = true
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@@ -148,7 +158,33 @@ func _input(event):
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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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var new_fov = cam.fov * factor
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cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
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func zoom_camera(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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func enter_vehicle(_vehicle: Node, seat: Node3D, vehicle_camera: Camera3D) -> void:
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_in_vehicle = true
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freeze = true
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sleeping = true
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collision_layer = 0
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collision_mask = 0
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if seat:
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global_transform = seat.global_transform
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if cam:
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cam.current = false
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if vehicle_camera:
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vehicle_camera.current = true
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func exit_vehicle(exit_point: Node3D, vehicle_camera: Camera3D) -> void:
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_in_vehicle = false
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freeze = false
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sleeping = false
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collision_layer = _vehicle_collision_layer
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collision_mask = _vehicle_collision_mask
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if exit_point:
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global_transform = exit_point.global_transform
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if vehicle_camera:
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vehicle_camera.current = false
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if cam:
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cam.current = true
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