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