Rearranging files, adding block type, converted movement to camera based, added jump
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@ -1,6 +1,7 @@
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[gd_scene load_steps=9 format=3 uid="uid://dchj6g2i8ebph"]
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[gd_scene load_steps=10 format=3 uid="uid://dchj6g2i8ebph"]
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[ext_resource type="Script" uid="uid://bpxggc8nr6tf6" path="res://scenes/player.gd" id="2_w7c3h"]
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[ext_resource type="Script" uid="uid://bpxggc8nr6tf6" path="res://scenes/player.gd" id="1_muv8p"]
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[ext_resource type="PackedScene" uid="uid://c5of6aaxop1hl" path="res://scenes/block.tscn" id="2_tc7dm"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"]
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bounce = 0.5
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@ -39,14 +40,14 @@ mesh = SubResource("SphereMesh_w7c3h")
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[node name="Player" type="RigidBody3D" parent="."]
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physics_material_override = SubResource("PhysicsMaterial_w8frs")
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gravity_scale = 0.0
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script = ExtResource("2_w7c3h")
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script = ExtResource("1_muv8p")
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camera_path = NodePath("Camera3D")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
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shape = SubResource("SphereShape3D_mx8sn")
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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, 1, 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="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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@ -60,3 +61,11 @@ mesh = SubResource("BoxMesh_w7c3h")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.5, 0.8660253, 0, -0.8660253, 0.5, 0, 34, 0)
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shadow_enabled = true
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[node name="Starter Blocks" type="Node3D" parent="."]
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[node name="Block" parent="Starter Blocks" instance=ExtResource("2_tc7dm")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.298158, -7.0724635)
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[node name="Block2" parent="Starter Blocks" instance=ExtResource("2_tc7dm")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.63255787, 2.596316, -6.980046)
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@ -2,4 +2,4 @@ extends Node
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func _input(event):
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if event.is_action_pressed("ui_cancel"): # 'ui_cancel' is a built-in action defined in Project > Project Settings > Input Map
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get_tree().change_scene_to_file("res://scenes/start_screen.tscn")
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get_tree().change_scene_to_file("uid://b4k81taauef4q")
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@ -1,10 +1,11 @@
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[gd_scene load_steps=5 format=3 uid="uid://d3tqrm4ry4l88"]
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[ext_resource type="Script" uid="uid://h1slqbemgwvr" path="res://scenes/Settings.gd" id="1_1dggd"]
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[ext_resource type="Script" uid="uid://h1slqbemgwvr" path="res://scenes/UI/Settings.gd" id="1_1dggd"]
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[ext_resource type="Texture2D" uid="uid://dhuosr0p605gj" path="res://assets/images/pp_start_bg.png" id="1_i47rn"]
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[ext_resource type="FontFile" uid="uid://m5ceou0rk6j6" path="res://assets/fonts/PlayfairDisplay-VariableFont_wght.ttf" id="2_46duy"]
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[ext_resource type="Theme" uid="uid://wpxmub0n2dr3" path="res://themes/button_theme.tres" id="3_46duy"]
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[node name="settings_screen" type="Node2D"]
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script = ExtResource("1_1dggd")
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metadata/_edit_vertical_guides_ = [1152.0]
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@ -2,10 +2,10 @@ extends Control
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func _on_start_button_pressed():
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get_tree().change_scene_to_file("res://scenes/level.tscn")
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get_tree().change_scene_to_file("uid://dchj6g2i8ebph")
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func _on_settings_button_pressed():
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get_tree().change_scene_to_file("res://scenes/Settings.tscn")
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get_tree().change_scene_to_file("uid://d3tqrm4ry4l88")
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func _on_quit_button_pressed():
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get_tree().quit()
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@ -1,6 +1,6 @@
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[gd_scene load_steps=5 format=3 uid="uid://b4k81taauef4q"]
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[ext_resource type="Script" uid="uid://cc8lskf7y74kh" path="res://scenes/start_screen.gd" id="1_o7i0r"]
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[ext_resource type="Script" uid="uid://cc8lskf7y74kh" path="res://scenes/UI/start_screen.gd" id="1_o7i0r"]
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[ext_resource type="Theme" uid="uid://wpxmub0n2dr3" path="res://themes/button_theme.tres" id="1_tx5wa"]
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[ext_resource type="Texture2D" uid="uid://dhuosr0p605gj" path="res://assets/images/pp_start_bg.png" id="2_r2jwc"]
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[ext_resource type="Theme" uid="uid://tn8qndst18d6" path="res://themes/title_font_theme.tres" id="4_hm208"]
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21
scenes/block.tscn
Normal file
21
scenes/block.tscn
Normal file
@ -0,0 +1,21 @@
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[gd_scene load_steps=4 format=3 uid="uid://c5of6aaxop1hl"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_4du60"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_alp5v"]
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albedo_color = Color(0.290196, 0.698039, 0.227451, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_kryjk"]
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material = SubResource("StandardMaterial3D_alp5v")
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[node name="Block" type="Node3D"]
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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collision_layer = 3
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collision_mask = 3
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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shape = SubResource("BoxShape3D_4du60")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D"]
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mesh = SubResource("BoxMesh_kryjk")
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@ -1,16 +1,52 @@
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extends RigidBody3D
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# Initially I used a CharacterBody3D, however, I wanted the player to bounce off
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# other objects in the environment and that would have required manual handling
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# of collisions. So that's why we're using a RigidBody3D instead.
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const MOVE_SPEED := 8.0
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const ACCELLERATION := 30.0
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const DECELLERATION := 40.0
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const JUMP_SPEED := 4.0
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const ACCELLERATION = 5.0
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@export var camera_path: NodePath
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@onready var cam: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
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func _integrate_forces(state):
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var input_dir = Vector3.ZERO
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input_dir.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_dir.z = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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input_dir = input_dir.normalized()
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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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contact_monitor = true
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max_contacts_reported = 4
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linear_velocity.x += input_dir.x * (ACCELLERATION * state.step)
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linear_velocity.z += input_dir.z * (ACCELLERATION * state.step)
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func _integrate_forces(state):
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# Input as 2D vector
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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# Camera based movement
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var forward := Vector3.FORWARD * -1.0
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var right := Vector3.RIGHT
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if cam:
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forward = cam.global_transform.basis.z
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right = cam.global_transform.basis.x
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# project onto ground plane so looking up/down doesn't tilt movement
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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forward = forward.normalized()
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if right.length() > 0.0001:
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right = right.normalized()
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var dir := (right * input2v.x + forward * input2v.y).normalized()
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var target_v := dir * MOVE_SPEED
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var ax := ACCELLERATION if dir != Vector3.ZERO else DECELLERATION
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linear_velocity.x = move_toward(linear_velocity.x, target_v.x, ax * state.step)
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linear_velocity.z = move_toward(linear_velocity.z, target_v.z, ax * state.step)
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# Jump Logic
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var on_floor = false
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for i in state.get_contact_count():
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var normal = state.get_contact_local_normal(i)
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if normal.y > 0.5:
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on_floor = true
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break
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if on_floor and Input.is_action_just_pressed("ui_accept"):
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linear_velocity.y = JUMP_SPEED
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