Adding basic car
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900951b1a7
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@ -74,3 +74,8 @@ player_phone={
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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":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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interact={
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"deadzone": 0.2,
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"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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]
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}
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@ -1,4 +1,4 @@
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[gd_scene load_steps=17 format=3 uid="uid://dchj6g2i8ebph"]
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[gd_scene load_steps=18 format=3 uid="uid://dchj6g2i8ebph"]
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[ext_resource type="Script" uid="uid://brgmxhhhtakja" path="res://scenes/Levels/level.gd" id="1_a4mo8"]
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[ext_resource type="PackedScene" uid="uid://bb6hj6l23043x" path="res://assets/models/human.blend" id="1_eg4yq"]
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@ -6,6 +6,7 @@
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[ext_resource type="PackedScene" uid="uid://c5of6aaxop1hl" path="res://scenes/block.tscn" id="2_tc7dm"]
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[ext_resource type="Script" uid="uid://b7fopt7sx74g8" path="res://scenes/Levels/menu.gd" id="3_tc7dm"]
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[ext_resource type="PackedScene" path="res://scenes/Characters/repo_bot.tscn" id="4_repo"]
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[ext_resource type="PackedScene" path="res://scenes/Vehicles/car.tscn" id="5_car"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"]
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bounce = 0.5
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@ -73,6 +74,9 @@ current = true
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[node name="SpotLight3D" type="SpotLight3D" parent="Player"]
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[node name="Car" parent="." instance=ExtResource("5_car")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, -3)
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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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@ -17,10 +17,12 @@ func _input(event):
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func pause_game():
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get_tree().paused = true
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visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func resume_game():
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get_tree().paused = false
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visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _on_quit_button_pressed():
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get_tree().quit()
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@ -30,6 +32,7 @@ func _on_continue_button_pressed():
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func _on_main_menu_button_pressed():
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resume_game()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_tree().change_scene_to_file(START_SCREEN_SCENE)
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func _register_focus_sounds() -> void:
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81
game/scenes/Vehicles/car.gd
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81
game/scenes/Vehicles/car.gd
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@ -0,0 +1,81 @@
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extends RigidBody3D
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@export var drive_speed := 18.0
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@export var drive_accel := 20.0
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@export var brake_strength := 28.0
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@export var turn_speed := 2.0
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@export var turn_accel := 8.0
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@export var lateral_damp := 10.0
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@export var seat_path: NodePath
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@export var exit_path: NodePath
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@export var camera_path: NodePath
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@export var interact_area_path: NodePath
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@onready var seat: Node3D = get_node(seat_path) if seat_path != NodePath("") else null
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@onready var exit_point: Node3D = get_node(exit_path) if exit_path != NodePath("") else null
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@onready var car_camera: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
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@onready var interact_area: Area3D = get_node(interact_area_path) if interact_area_path != NodePath("") else null
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var _nearby_driver: Node = null
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var _driver: Node = null
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func _ready() -> void:
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if interact_area:
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interact_area.collision_layer = 2
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interact_area.collision_mask = 1
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interact_area.body_entered.connect(_on_interact_body_entered)
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interact_area.body_exited.connect(_on_interact_body_exited)
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if car_camera:
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car_camera.current = false
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func _process(_delta: float) -> void:
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if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
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_enter_vehicle(_nearby_driver)
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elif _driver != null and Input.is_action_just_pressed("interact"):
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_exit_vehicle()
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if _driver == null:
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return
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var forward := global_transform.basis.z
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forward.y = 0.0
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forward = forward.normalized()
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var current_speed := linear_velocity.dot(forward)
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var target_speed := input2v.y * drive_speed
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var accel := drive_accel if abs(input2v.y) > 0.01 else brake_strength
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var new_forward_speed := move_toward(current_speed, target_speed, accel * state.step)
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var forward_vel := forward * new_forward_speed
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var lateral_vel := linear_velocity - (forward * current_speed)
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lateral_vel = lateral_vel.move_toward(Vector3.ZERO, lateral_damp * state.step)
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linear_velocity = forward_vel + lateral_vel
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var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
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var target_turn: float = -input2v.x * turn_speed * speed_factor
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angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
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func _enter_vehicle(player: Node) -> void:
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if seat == null:
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return
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_driver = player
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player.call("enter_vehicle", self, seat, car_camera)
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if car_camera:
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car_camera.current = true
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func _exit_vehicle() -> void:
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if _driver == null:
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return
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_driver.call("exit_vehicle", exit_point, car_camera)
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_driver = null
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if car_camera:
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car_camera.current = false
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func _on_interact_body_entered(body: Node) -> void:
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if body.has_method("enter_vehicle"):
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_nearby_driver = body
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func _on_interact_body_exited(body: Node) -> void:
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if body == _nearby_driver:
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_nearby_driver = null
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1
game/scenes/Vehicles/car.gd.uid
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1
game/scenes/Vehicles/car.gd.uid
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@ -0,0 +1 @@
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uid://4qf5yinepytc
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43
game/scenes/Vehicles/car.tscn
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43
game/scenes/Vehicles/car.tscn
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@ -0,0 +1,43 @@
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[gd_scene load_steps=6 format=3]
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[ext_resource type="Script" path="res://scenes/Vehicles/car.gd" id="1_kbd20"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_7r1j6"]
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size = Vector3(1.4, 0.9, 2.6)
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[sub_resource type="BoxShape3D" id="BoxShape3D_jk0m1"]
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size = Vector3(2.2, 2.0, 3.8)
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[sub_resource type="BoxMesh" id="BoxMesh_4y8xk"]
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size = Vector3(1.4, 0.9, 2.6)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_red"]
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albedo_color = Color(0.85, 0.1, 0.1, 1)
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[node name="Car" type="RigidBody3D"]
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script = ExtResource("1_kbd20")
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seat_path = NodePath("Seat")
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exit_path = NodePath("Exit")
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camera_path = NodePath("CarCamera")
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interact_area_path = NodePath("InteractArea")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_7r1j6")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_4y8xk")
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surface_material_override/0 = SubResource("StandardMaterial3D_red")
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[node name="InteractArea" type="Area3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractArea"]
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shape = SubResource("BoxShape3D_jk0m1")
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[node name="Seat" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 0.6, 0.0)
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[node name="Exit" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3, 0.0, 0.0)
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[node name="CarCamera" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 2.0, 4.2)
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@ -23,6 +23,9 @@ 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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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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@ -60,8 +63,13 @@ func _ready() -> void:
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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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_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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@ -127,6 +135,8 @@ func _integrate_forces(state):
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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 _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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@ -152,3 +162,29 @@ 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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