add stones, pickups

This commit is contained in:
2026-04-22 17:24:11 +03:00
parent 50bbd78463
commit 017fcac3c5
9 changed files with 265 additions and 1 deletions
+19
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@@ -0,0 +1,19 @@
[gd_scene format=3 uid="uid://c8pickup3mn5x"]
[ext_resource type="Script" path="res://scripts/Pickup.gd" id="1_pickup"]
[sub_resource type="SphereMesh" id="SphereMesh_1"]
radius = 0.18
height = 0.36
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(1, 1, 1, 1)
roughness = 0.4
metallic = 0.2
[node name="Pickup" type="Node3D"]
script = ExtResource("1_pickup")
[node name="PickupMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_1")
material_override = SubResource("StandardMaterial3D_1")
+27
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@@ -0,0 +1,27 @@
[gd_scene format=3 uid="uid://b3rock7gyam2k"]
[ext_resource type="Script" path="res://scripts/Rock.gd" id="1_rock"]
[sub_resource type="SphereMesh" id="SphereMesh_1"]
radius = 0.25
height = 0.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.45, 0.38, 0.3, 1)
roughness = 1.0
metallic = 0.05
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 0.25
[node name="Rock" type="CharacterBody3D"]
script = ExtResource("1_rock")
[node name="RockMesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
mesh = SubResource("SphereMesh_1")
material_override = SubResource("StandardMaterial3D_1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
shape = SubResource("SphereShape3D_1")
+24
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@@ -1,5 +1,7 @@
extends CharacterBody3D
const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
signal died(points: int)
signal merged(upgrade: bool)
@@ -211,12 +213,34 @@ func _wall_impact_effect() -> void:
tw.tween_property(mat, "albedo_color", Color.WHITE, 0.04)
tw.tween_property(mat, "albedo_color", COLOR_STUN, 0.12)
func _try_drop_pickup() -> void:
var roll := randf()
var p_type := ""
var p_heal := 0
match enemy_type:
"slime":
if roll < 0.30: p_type = "health"; p_heal = 15
elif roll < 0.40: p_type = "score"
"bat":
if roll < 0.20: p_type = "health"; p_heal = 12
elif roll < 0.25: p_type = "score"
"ogre":
if roll < 0.55: p_type = "health"; p_heal = 35
elif roll < 0.80: p_type = "score"
if p_type == "":
return
var pickup := PICKUP_SCENE.instantiate()
pickup.setup(p_type, p_heal)
get_parent().add_child(pickup)
pickup.global_position = global_position
func _die() -> void:
if state == State.DEAD:
return
state = State.DEAD
set_physics_process(false)
emit_signal("died", score_value)
_try_drop_pickup()
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.05, 2.0), 0.18)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
+16
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@@ -2,6 +2,7 @@ extends Node3D
const PLAYER_SCENE := preload("res://scenes/Player.tscn")
const ENEMY_SCENE := preload("res://scenes/Enemy.tscn")
const ROCK_SCENE := preload("res://scenes/Rock.tscn")
const ARENA := 14.0
const WALL_T := 1.2
@@ -42,6 +43,7 @@ func _ready() -> void:
_create_camera()
_create_ui()
_spawn_player()
_spawn_rocks()
_start_game()
add_to_group("main")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
@@ -187,6 +189,16 @@ func _process(delta: float) -> void:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
player.set_aim_direction(deg_to_rad(cam_yaw))
# ─── Rocks ────────────────────────────────────────────────────────────────────
func _spawn_rocks() -> void:
for i in range(10):
var rock := ROCK_SCENE.instantiate()
add_child(rock)
var angle := randf() * TAU
var dist := randf_range(3.5, ARENA - 2.0)
rock.position = Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
# ─── Player ───────────────────────────────────────────────────────────────────
func _spawn_player() -> void:
@@ -238,6 +250,10 @@ func _spawn_enemy() -> void:
2: enemy.position = Vector3(-(ARENA - 0.5), 0, r)
3: enemy.position = Vector3( (ARENA - 0.5), 0, r)
func add_bonus_score(amount: int) -> void:
score += amount
_update_labels()
func _on_enemy_died(points: int) -> void:
score += points
kills += 1
+62
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@@ -0,0 +1,62 @@
extends Node3D
var pickup_type: String = "health"
var heal_amount: int = 20
var collected: bool = false
var bob_t: float = 0.0
@onready var mesh_node: MeshInstance3D = $PickupMesh
var mat: StandardMaterial3D
const PICKUP_RADIUS := 1.0
const COLORS := {
"health": Color(0.1, 0.9, 0.25),
"score": Color(1.0, 0.85, 0.1),
}
func setup(p_type: String, p_heal: int = 20) -> void:
pickup_type = p_type
heal_amount = p_heal
func _ready() -> void:
add_to_group("pickups")
bob_t = randf() * TAU
mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = mat
var col: Color = COLORS.get(pickup_type, Color.WHITE)
mat.albedo_color = col
mat.emission_enabled = true
mat.emission = col
mat.emission_energy_multiplier = 0.6
scale = Vector3.ZERO
var tw := create_tween()
tw.tween_property(self, "scale", Vector3.ONE, 0.22).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
func _process(delta: float) -> void:
if collected:
return
bob_t += delta
mesh_node.position.y = 0.3 + sin(bob_t * 2.6) * 0.1
mesh_node.rotation.y += delta * 2.2
for p in get_tree().get_nodes_in_group("player"):
if not is_instance_valid(p):
continue
if (p as Node3D).global_position.distance_to(global_position) < PICKUP_RADIUS:
_collect(p)
return
func _collect(player: Node3D) -> void:
collected = true
match pickup_type:
"health":
player.call("heal", heal_amount)
"score":
for m in get_tree().get_nodes_in_group("main"):
if is_instance_valid(m):
m.call("add_bonus_score", 30)
break
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(1.6, 1.6, 1.6), 0.07)
tw.tween_property(self, "scale", Vector3.ZERO, 0.1)
tw.tween_callback(queue_free)
+1
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@@ -0,0 +1 @@
uid://clakucffgo2ag
+10 -1
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@@ -130,7 +130,7 @@ func _do_kick() -> void:
forward.y = 0.0
forward = forward.normalized() if forward.length() > 0.01 else Vector3(0.0, 0.0, -1.0)
var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
var enemies := get_tree().get_nodes_in_group("enemies")
var enemies := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("rocks")
var kicked_any := false
for e in enemies:
if not is_instance_valid(e):
@@ -170,6 +170,15 @@ func take_damage(amount: int) -> void:
#if health <= 0:
#_die()
func heal(amount: int) -> void:
if not is_alive:
return
health = min(health + amount, max_health)
emit_signal("health_changed", health, max_health)
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.1, 1.0, 0.35), 0.08)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.3)
func _die() -> void:
is_alive = false
emit_signal("died")
+105
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@@ -0,0 +1,105 @@
extends CharacterBody3D
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.84
const MIN_SPEED := 0.5
const DAMAGE_MULT := 0.9
const WALL_BOUNCE := 0.5
const WALL_SELF_DMG := 0.6
const HIT_SELF_DMG := 0.4
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 60.0
var dead: bool = false
@onready var mesh_node: MeshInstance3D = $RockMesh
var rock_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.45, 0.38, 0.30)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("rocks")
rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = rock_mat
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
func _physics_process(delta: float) -> void:
if state == State.IDLE:
return
_fly(delta)
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var handled := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_wall"):
var normal := col.get_normal()
normal.y = 0.0
if normal.length() > 0.01:
fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
else:
fly_vel = Vector3.ZERO
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("enemies"):
var to_enemy := col3d.global_position - global_position
to_enemy.y = 0.0
var dir := to_enemy.normalized() if to_enemy.length() > 0.01 else (fly_vel.normalized() if fly_vel.length() > 0.01 else Vector3.FORWARD)
col3d.call("_take_hit", int(speed_now * DAMAGE_MULT))
col3d.call("receive_kick", dir, speed_now * 0.65)
fly_vel *= 0.45
_take_damage(speed_now * HIT_SELF_DMG)
handled = true
break
if not handled:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
state = State.IDLE
mesh_node.rotation.y += delta * speed_now * 0.25
func _take_damage(dmg: float) -> void:
if dead:
return
health -= dmg
_flash()
if health <= 0.0:
_die()
func _die() -> void:
dead = true
state = State.IDLE
set_physics_process(false)
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
tw.tween_callback(queue_free)
func _flash() -> void:
var tw := create_tween()
tw.tween_property(rock_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 60.0, 0.0, 0.6))
tw.tween_property(rock_mat, "albedo_color", target_color, 0.18)
+1
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@@ -0,0 +1 @@
uid://bqobsqconcup1