Adding basic car

This commit is contained in:
hz 2026-01-21 17:59:14 -06:00
parent 900951b1a7
commit 582b2c43cb
14 changed files with 452 additions and 279 deletions

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@ -69,8 +69,13 @@ player_light={
"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) "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)
] ]
} }
player_phone={ player_phone={
"deadzone": 0.2, "deadzone": 0.2,
"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":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "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":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
interact={
"deadzone": 0.2,
"events": [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":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}

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[ext_resource type="Script" uid="uid://bpxggc8nr6tf6" path="res://scenes/player.gd" id="1_muv8p"] [ext_resource type="Script" uid="uid://bpxggc8nr6tf6" path="res://scenes/player.gd" id="1_muv8p"]
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[ext_resource type="Script" uid="uid://b7fopt7sx74g8" path="res://scenes/Levels/menu.gd" id="3_tc7dm"] [ext_resource type="Script" uid="uid://b7fopt7sx74g8" path="res://scenes/Levels/menu.gd" id="3_tc7dm"]
[ext_resource type="PackedScene" path="res://scenes/Characters/repo_bot.tscn" id="4_repo"] [ext_resource type="PackedScene" path="res://scenes/Characters/repo_bot.tscn" id="4_repo"]
[ext_resource type="PackedScene" path="res://scenes/Vehicles/car.tscn" id="5_car"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"] [sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"]
bounce = 0.5 bounce = 0.5
@ -58,11 +59,11 @@ debug_color = Color(0.29772994, 0.6216631, 0.28140613, 0.41960785)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("SphereMesh_w7c3h") mesh = SubResource("SphereMesh_w7c3h")
[node name="Player" type="RigidBody3D" parent="."] [node name="Player" type="RigidBody3D" parent="."]
physics_material_override = SubResource("PhysicsMaterial_w8frs") physics_material_override = SubResource("PhysicsMaterial_w8frs")
script = ExtResource("1_muv8p") script = ExtResource("1_muv8p")
camera_path = NodePath("Camera3D") camera_path = NodePath("Camera3D")
phone_path = NodePath("../PhoneUI") phone_path = NodePath("../PhoneUI")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
shape = SubResource("SphereShape3D_mx8sn") shape = SubResource("SphereShape3D_mx8sn")
@ -71,10 +72,13 @@ shape = SubResource("SphereShape3D_mx8sn")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.31670225, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.31670225, 0)
current = true current = true
[node name="SpotLight3D" type="SpotLight3D" parent="Player"] [node name="SpotLight3D" type="SpotLight3D" parent="Player"]
[node name="Ground" type="StaticBody3D" parent="."] [node name="Car" parent="." instance=ExtResource("5_car")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, -3)
[node name="Ground" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_2q6dc") shape = SubResource("BoxShape3D_2q6dc")

View File

@ -14,13 +14,15 @@ func _input(event):
else: else:
pause_game() pause_game()
func pause_game(): func pause_game():
get_tree().paused = true get_tree().paused = true
visible = true visible = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func resume_game(): func resume_game():
get_tree().paused = false get_tree().paused = false
visible = false visible = false
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _on_quit_button_pressed(): func _on_quit_button_pressed():
get_tree().quit() get_tree().quit()
@ -28,9 +30,10 @@ func _on_quit_button_pressed():
func _on_continue_button_pressed(): func _on_continue_button_pressed():
resume_game() resume_game()
func _on_main_menu_button_pressed(): func _on_main_menu_button_pressed():
resume_game() resume_game()
get_tree().change_scene_to_file(START_SCREEN_SCENE) Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_tree().change_scene_to_file(START_SCREEN_SCENE)
func _register_focus_sounds() -> void: func _register_focus_sounds() -> void:
if pause_menu == null: if pause_menu == null:

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@ -0,0 +1,81 @@
extends RigidBody3D
@export var drive_speed := 18.0
@export var drive_accel := 20.0
@export var brake_strength := 28.0
@export var turn_speed := 2.0
@export var turn_accel := 8.0
@export var lateral_damp := 10.0
@export var seat_path: NodePath
@export var exit_path: NodePath
@export var camera_path: NodePath
@export var interact_area_path: NodePath
@onready var seat: Node3D = get_node(seat_path) if seat_path != NodePath("") else null
@onready var exit_point: Node3D = get_node(exit_path) if exit_path != NodePath("") else null
@onready var car_camera: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
@onready var interact_area: Area3D = get_node(interact_area_path) if interact_area_path != NodePath("") else null
var _nearby_driver: Node = null
var _driver: Node = null
func _ready() -> void:
if interact_area:
interact_area.collision_layer = 2
interact_area.collision_mask = 1
interact_area.body_entered.connect(_on_interact_body_entered)
interact_area.body_exited.connect(_on_interact_body_exited)
if car_camera:
car_camera.current = false
func _process(_delta: float) -> void:
if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
_enter_vehicle(_nearby_driver)
elif _driver != null and Input.is_action_just_pressed("interact"):
_exit_vehicle()
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if _driver == null:
return
var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var forward := global_transform.basis.z
forward.y = 0.0
forward = forward.normalized()
var current_speed := linear_velocity.dot(forward)
var target_speed := input2v.y * drive_speed
var accel := drive_accel if abs(input2v.y) > 0.01 else brake_strength
var new_forward_speed := move_toward(current_speed, target_speed, accel * state.step)
var forward_vel := forward * new_forward_speed
var lateral_vel := linear_velocity - (forward * current_speed)
lateral_vel = lateral_vel.move_toward(Vector3.ZERO, lateral_damp * state.step)
linear_velocity = forward_vel + lateral_vel
var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
var target_turn: float = -input2v.x * turn_speed * speed_factor
angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
func _enter_vehicle(player: Node) -> void:
if seat == null:
return
_driver = player
player.call("enter_vehicle", self, seat, car_camera)
if car_camera:
car_camera.current = true
func _exit_vehicle() -> void:
if _driver == null:
return
_driver.call("exit_vehicle", exit_point, car_camera)
_driver = null
if car_camera:
car_camera.current = false
func _on_interact_body_entered(body: Node) -> void:
if body.has_method("enter_vehicle"):
_nearby_driver = body
func _on_interact_body_exited(body: Node) -> void:
if body == _nearby_driver:
_nearby_driver = null

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@ -0,0 +1 @@
uid://4qf5yinepytc

View File

@ -0,0 +1,43 @@
[gd_scene load_steps=6 format=3]
[ext_resource type="Script" path="res://scenes/Vehicles/car.gd" id="1_kbd20"]
[sub_resource type="BoxShape3D" id="BoxShape3D_7r1j6"]
size = Vector3(1.4, 0.9, 2.6)
[sub_resource type="BoxShape3D" id="BoxShape3D_jk0m1"]
size = Vector3(2.2, 2.0, 3.8)
[sub_resource type="BoxMesh" id="BoxMesh_4y8xk"]
size = Vector3(1.4, 0.9, 2.6)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_red"]
albedo_color = Color(0.85, 0.1, 0.1, 1)
[node name="Car" type="RigidBody3D"]
script = ExtResource("1_kbd20")
seat_path = NodePath("Seat")
exit_path = NodePath("Exit")
camera_path = NodePath("CarCamera")
interact_area_path = NodePath("InteractArea")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_7r1j6")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_4y8xk")
surface_material_override/0 = SubResource("StandardMaterial3D_red")
[node name="InteractArea" type="Area3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractArea"]
shape = SubResource("BoxShape3D_jk0m1")
[node name="Seat" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 0.6, 0.0)
[node name="Exit" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3, 0.0, 0.0)
[node name="CarCamera" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 2.0, 4.2)

View File

@ -20,11 +20,14 @@ var current_number_of_jumps := 0
var _pending_mouse_delta := Vector2.ZERO var _pending_mouse_delta := Vector2.ZERO
var _last_move_forward := Vector3(0, 0, 1) var _last_move_forward := Vector3(0, 0, 1)
var _last_move_right := Vector3(1, 0, 0) var _last_move_right := Vector3(1, 0, 0)
var _camera_offset_local := Vector3.ZERO var _camera_offset_local := Vector3.ZERO
var _camera_yaw := 0.0 var _camera_yaw := 0.0
var _camera_pitch := 0.0 var _camera_pitch := 0.0
var _in_vehicle := false
@export var camera_follow_speed := 10.0 var _vehicle_collision_layer := 0
var _vehicle_collision_mask := 0
@export var camera_follow_speed := 10.0
var jump_sound = preload("res://assets/audio/jump.ogg") var jump_sound = preload("res://assets/audio/jump.ogg")
var audio_player = AudioStreamPlayer.new() var audio_player = AudioStreamPlayer.new()
@ -35,7 +38,7 @@ var audio_player = AudioStreamPlayer.new()
@onready var phone: CanvasLayer = get_node(phone_path) if phone_path != NodePath("") else null @onready var phone: CanvasLayer = get_node(phone_path) if phone_path != NodePath("") else null
var phone_visible := false var phone_visible := false
func _ready() -> void: func _ready() -> void:
axis_lock_angular_x = true axis_lock_angular_x = true
axis_lock_angular_z = true axis_lock_angular_z = true
angular_damp = 6.0 angular_damp = 6.0
@ -44,7 +47,7 @@ func _ready() -> void:
add_child(audio_player) add_child(audio_player)
audio_player.stream = jump_sound audio_player.stream = jump_sound
audio_player.volume_db = -20 audio_player.volume_db = -20
if cam: if cam:
_camera_offset_local = cam.transform.origin _camera_offset_local = cam.transform.origin
_camera_pitch = cam.rotation.x _camera_pitch = cam.rotation.x
_camera_yaw = global_transform.basis.get_euler().y _camera_yaw = global_transform.basis.get_euler().y
@ -58,11 +61,16 @@ func _ready() -> void:
right.y = 0.0 right.y = 0.0
if forward.length() > 0.0001: if forward.length() > 0.0001:
_last_move_forward = forward.normalized() _last_move_forward = forward.normalized()
if right.length() > 0.0001: if right.length() > 0.0001:
_last_move_right = right.normalized() _last_move_right = right.normalized()
_vehicle_collision_layer = collision_layer
func _integrate_forces(state): _vehicle_collision_mask = collision_mask
if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
func _integrate_forces(state):
if _in_vehicle:
linear_velocity = Vector3.ZERO
return
if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
rotation_x -= _pending_mouse_delta.y * mouse_sensitivity rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
rotation_y -= _pending_mouse_delta.x * mouse_sensitivity rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
@ -126,8 +134,10 @@ func _integrate_forces(state):
cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step) cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0) cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
func _input(event): func _input(event):
if event is InputEventMouseButton: if _in_vehicle:
return
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_MIDDLE: if event.button_index == MOUSE_BUTTON_MIDDLE:
if event.pressed: if event.pressed:
cameraMoveMode = true cameraMoveMode = true
@ -148,7 +158,33 @@ func _input(event):
if event.is_action_pressed("player_light"): if event.is_action_pressed("player_light"):
$SpotLight3D.visible = !$SpotLight3D.visible $SpotLight3D.visible = !$SpotLight3D.visible
func zoom_camera(factor): func zoom_camera(factor):
var new_fov = cam.fov * factor var new_fov = cam.fov * factor
cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV) cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
func enter_vehicle(_vehicle: Node, seat: Node3D, vehicle_camera: Camera3D) -> void:
_in_vehicle = true
freeze = true
sleeping = true
collision_layer = 0
collision_mask = 0
if seat:
global_transform = seat.global_transform
if cam:
cam.current = false
if vehicle_camera:
vehicle_camera.current = true
func exit_vehicle(exit_point: Node3D, vehicle_camera: Camera3D) -> void:
_in_vehicle = false
freeze = false
sleeping = false
collision_layer = _vehicle_collision_layer
collision_mask = _vehicle_collision_mask
if exit_point:
global_transform = exit_point.global_transform
if vehicle_camera:
vehicle_camera.current = false
if cam:
cam.current = true