This commit is contained in:
2026-04-23 00:51:28 +03:00
parent 174e9dfb08
commit cdb0ffd6a5
22 changed files with 386 additions and 28 deletions
+26
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@@ -0,0 +1,26 @@
[gd_scene format=3 uid="uid://bidrinpjiyb2x"]
[ext_resource type="Script" path="res://scripts/LeatherArmor.gd" id="1_leatha"]
[sub_resource type="BoxMesh" id="BoxMesh_1"]
size = Vector3(0.5, 0.6, 0.22)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.55, 0.32, 0.14, 1)
roughness = 0.8
[node name="LeatherArmor" type="Node3D"]
script = ExtResource("1_leatha")
[node name="ArmorMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_1")
material_override = SubResource("StandardMaterial3D_1")
[node name="Tooltip" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0, 0)
billboard = 1
double_sided = true
text = "[E] Leather Armor
+1 Toughness"
font_size = 32
outline_size = 6
+27
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@@ -0,0 +1,27 @@
[gd_scene format=3 uid="uid://dbvt3pkrej5nq"]
[ext_resource type="Script" path="res://scripts/MetalPlate.gd" id="1_plate"]
[sub_resource type="BoxMesh" id="BoxMesh_1"]
size = Vector3(0.55, 0.08, 0.7)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.6, 0.65, 0.72, 1)
roughness = 0.35
metallic = 0.8
metallic_specular = 0.9
[sub_resource type="BoxShape3D" id="BoxShape3D_1"]
size = Vector3(0.55, 0.08, 0.7)
[node name="MetalPlate" type="CharacterBody3D"]
script = ExtResource("1_plate")
[node name="PlateMesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
mesh = SubResource("BoxMesh_1")
material_override = SubResource("StandardMaterial3D_1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
shape = SubResource("BoxShape3D_1")
+28
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@@ -0,0 +1,28 @@
[gd_scene format=3 uid="uid://cjhyinmjh0c3y"]
[ext_resource type="Script" path="res://scripts/PlateArmor.gd" id="1_platea"]
[sub_resource type="BoxMesh" id="BoxMesh_1"]
size = Vector3(0.58, 0.72, 0.24)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.58, 0.62, 0.70, 1)
roughness = 0.3
metallic = 0.85
metallic_specular = 1.0
[node name="PlateArmor" type="Node3D"]
script = ExtResource("1_platea")
[node name="ArmorMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_1")
material_override = SubResource("StandardMaterial3D_1")
[node name="Tooltip" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
billboard = 1
double_sided = true
text = "[E] Plate Armor
+1 Toughness"
font_size = 32
outline_size = 6
+26
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@@ -0,0 +1,26 @@
[gd_scene format=3 uid="uid://hk7p5sjjxa1w"]
[ext_resource type="Script" path="res://scripts/StickArmor.gd" id="1_sticka"]
[sub_resource type="BoxMesh" id="BoxMesh_1"]
size = Vector3(0.45, 0.55, 0.2)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.48, 0.32, 0.14, 1)
roughness = 0.9
[node name="StickArmor" type="Node3D"]
script = ExtResource("1_sticka")
[node name="ArmorMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_1")
material_override = SubResource("StandardMaterial3D_1")
[node name="Tooltip" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0, 0)
billboard = 1
double_sided = true
text = "[E] Stick Armor
+1 Toughness"
font_size = 32
outline_size = 6
+2 -1
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@@ -10,7 +10,8 @@ const WALL_BOUNCE := 0.4
const WALL_SELF_DMG := 0.4 const WALL_SELF_DMG := 0.4
var kickable_type: String = "boulder" var kickable_type: String = "boulder"
var tier: int = 2 var kick_tier: int = 0
var toughness_tier: int = 2
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var health: float = 150.0 var health: float = 150.0
+14 -12
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@@ -16,7 +16,8 @@ static var first_iron_spawned: bool = false
static var first_essence_spawned: bool = false static var first_essence_spawned: bool = false
var kickable_type: String = "" var kickable_type: String = ""
var tier: int = 1 var kick_tier: int = 1
var toughness_tier: int = 1
var move_speed: float = 3.0 var move_speed: float = 3.0
var health: int = 30 var health: int = 30
var damage_to_player: int = 8 var damage_to_player: int = 8
@@ -90,7 +91,8 @@ func setup(type: String, wave: int) -> void:
COLOR_CHASE = Color(0.3, 0.7, 0.3) COLOR_CHASE = Color(0.3, 0.7, 0.3)
mat.albedo_color = COLOR_CHASE mat.albedo_color = COLOR_CHASE
enemy_level = 3 enemy_level = 3
tier = enemy_level kick_tier = enemy_level
toughness_tier = enemy_level
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
match state: match state:
@@ -144,19 +146,19 @@ func _try_enemy_kick() -> void:
nearest_dist = d.length() nearest_dist = d.length()
nearest_kickable = k nearest_kickable = k
if nearest_kickable != null: if nearest_kickable != null:
nearest_kickable.call("receive_kick", kick_dir, 35.0 + tier * 8.0) nearest_kickable.call("receive_kick", kick_dir, 35.0 + kick_tier * 8.0)
kickable_kick_timer = KICKABLE_KICK_COOLDOWN kickable_kick_timer = KICKABLE_KICK_COOLDOWN
return return
# 2. Kick lower-tier enemy nearest to player direction # 2. Kick lower-toughness enemy nearest to player direction
if tier > 0: if kick_tier > 0:
var nearest_enemy: Node3D = null var nearest_enemy: Node3D = null
var nearest_enemy_dist := ENEMY_KICK_RANGE var nearest_enemy_dist := ENEMY_KICK_RANGE
for node in get_tree().get_nodes_in_group("enemies"): for node in get_tree().get_nodes_in_group("enemies"):
var en := node as Node3D var en := node as Node3D
if en == null or en == self or not is_instance_valid(en): if en == null or en == self or not is_instance_valid(en):
continue continue
if (en.get("tier") if en.get("tier") != null else 0) >= tier: if (en.get("toughness_tier") if en.get("toughness_tier") != null else 0) >= kick_tier:
continue continue
var d := (en.global_position - global_position) var d := (en.global_position - global_position)
d.y = 0.0 d.y = 0.0
@@ -164,15 +166,15 @@ func _try_enemy_kick() -> void:
nearest_enemy_dist = d.length() nearest_enemy_dist = d.length()
nearest_enemy = en nearest_enemy = en
if nearest_enemy != null: if nearest_enemy != null:
nearest_enemy.call("receive_kick", kick_dir, 40.0 + tier * 10.0) nearest_enemy.call("receive_kick", kick_dir, 40.0 + kick_tier * 10.0)
enemy_kick_timer = ENEMY_KICK_COOLDOWN enemy_kick_timer = ENEMY_KICK_COOLDOWN
return return
# 3. Kick player directly if lower tier and in range # 3. Kick player directly if lower toughness and in range
if tier > 0 and to_player.length() < ENEMY_KICK_RANGE: if kick_tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
var player_tier: int = target.get("tier") if target.get("tier") != null else 0 var player_toughness: int = target.get("toughness_tier") if target.get("toughness_tier") != null else 0
if player_tier < tier: if player_toughness < kick_tier:
target.call("receive_kick", kick_dir, 35.0 + tier * 8.0) target.call("receive_kick", kick_dir, 35.0 + kick_tier * 8.0)
enemy_kick_timer = ENEMY_KICK_COOLDOWN enemy_kick_timer = ENEMY_KICK_COOLDOWN
func _fly(delta: float) -> void: func _fly(delta: float) -> void:
+2 -1
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@@ -12,7 +12,8 @@ const WALL_BOUNCE := 0.6
const WALL_SELF_DMG := 0.0 const WALL_SELF_DMG := 0.0
var kickable_type: String = "essence" var kickable_type: String = "essence"
var tier: int = 3 var kick_tier: int = 0
var toughness_tier: int = 3
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var health: float = 999.0 var health: float = 999.0
+4 -3
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@@ -1,6 +1,6 @@
extends CharacterBody3D extends CharacterBody3D
const METAL_ARMOR_SCENE := preload("res://scenes/MetalArmor.tscn") const METAL_PLATE_SCENE := preload("res://scenes/MetalPlate.tscn")
signal destroyed signal destroyed
@@ -12,7 +12,8 @@ const WALL_BOUNCE := 0.45
const WALL_SELF_DMG := 0.5 const WALL_SELF_DMG := 0.5
var kickable_type: String = "iron" var kickable_type: String = "iron"
var tier: int = 2 var kick_tier: int = 0
var toughness_tier: int = 2
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var health: float = 80.0 var health: float = 80.0
@@ -110,7 +111,7 @@ func _hit_forge(forge: Node3D) -> void:
queue_free() queue_free()
if parent == null: if parent == null:
return return
var armor := METAL_ARMOR_SCENE.instantiate() as Node3D var armor := METAL_PLATE_SCENE.instantiate() as Node3D
parent.add_child(armor) parent.add_child(armor)
armor.global_position = spawn_pos armor.global_position = spawn_pos
+2 -1
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@@ -7,7 +7,8 @@ const MIN_SPEED := 0.3
const WALL_BOUNCE := 0.7 const WALL_BOUNCE := 0.7
var kickable_type: String = "leather" var kickable_type: String = "leather"
var tier: int = 1 var kick_tier: int = 0
var toughness_tier: int = 0
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var damage_modifier: float = 0.0 var damage_modifier: float = 0.0
+23
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@@ -0,0 +1,23 @@
extends Node3D
@onready var tooltip: Label3D = $Tooltip
func _ready() -> void:
add_to_group("interactable")
tooltip.visible = false
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.45, 0.65)
tw.tween_property(self, "position:y", 0.2, 0.65)
func _process(delta: float) -> void:
rotation.y += delta * 1.1
var players := get_tree().get_nodes_in_group("player")
if players.is_empty():
tooltip.visible = false
return
var p := players[0] as Node3D
tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
func interact(player: Node) -> void:
if player.call("apply_leather_armor"):
queue_free()
+1
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@@ -0,0 +1 @@
uid://b80k2b1icwlbm
+2 -1
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@@ -230,7 +230,8 @@ func _spawn_upgraded_enemy(pos: Vector3, type: String, level: int, w: int) -> Ch
enemy.setup(type, w) enemy.setup(type, w)
enemy.target = player enemy.target = player
enemy.enemy_level = level enemy.enemy_level = level
enemy.tier = level enemy.kick_tier = level
enemy.toughness_tier = level
enemy.global_position = pos enemy.global_position = pos
enemy.connect("died", _on_enemy_died) enemy.connect("died", _on_enemy_died)
enemy.connect("merged", _on_enemy_merged) enemy.connect("merged", _on_enemy_merged)
+16 -1
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@@ -6,11 +6,26 @@ static var _list: Array[Dictionary] = [
{ {
"ingredients": ["leather", "stick"], "ingredients": ["leather", "stick"],
"result_scene": "res://scenes/LeatherBoots.tscn", "result_scene": "res://scenes/LeatherBoots.tscn",
"speed_threshold": 18.0, "speed_threshold": 0.5,
}, },
{ {
"ingredients": ["rock", "rock"], "ingredients": ["rock", "rock"],
"result_scene": "res://scenes/Boulder.tscn", "result_scene": "res://scenes/Boulder.tscn",
"speed_threshold": 5.0,
},
{
"ingredients": ["stick", "stick"],
"result_scene": "res://scenes/StickArmor.tscn",
"speed_threshold": 18.0,
},
{
"ingredients": ["leather", "rock"],
"result_scene": "res://scenes/LeatherArmor.tscn",
"speed_threshold": 18.0,
},
{
"ingredients": ["leather", "metal_plate"],
"result_scene": "res://scenes/PlateArmor.tscn",
"speed_threshold": 18.0, "speed_threshold": 18.0,
}, },
] ]
+120
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@@ -0,0 +1,120 @@
extends CharacterBody3D
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.86
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.45
const WALL_SELF_DMG := 0.4
var kickable_type: String = "metal_plate"
var kick_tier: int = 0
var toughness_tier: int = 2
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 120.0
var dead: bool = false
var damage_modifier: float = 1.2
@onready var mesh_node: MeshInstance3D = $PlateMesh
var plate_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.6, 0.65, 0.72)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
plate_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = plate_mat
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
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("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
KickSystem.resolve(self, col3d, fly_vel)
if not dead and is_instance_valid(col3d):
var kick_dir := col3d.global_position - global_position
kick_dir.y = 0.0
if kick_dir.length() > 0.01:
col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.5)
fly_vel *= 0.45
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)
emit_signal("destroyed")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(1.8, 0.1, 1.8), 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(plate_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 120.0, 0.0, 0.6))
tw.tween_property(plate_mat, "albedo_color", target_color, 0.18)
+1
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@@ -0,0 +1 @@
uid://sfq4iq0btm0g
+23
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@@ -0,0 +1,23 @@
extends Node3D
@onready var tooltip: Label3D = $Tooltip
func _ready() -> void:
add_to_group("interactable")
tooltip.visible = false
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.45, 0.65)
tw.tween_property(self, "position:y", 0.2, 0.65)
func _process(delta: float) -> void:
rotation.y += delta * 1.1
var players := get_tree().get_nodes_in_group("player")
if players.is_empty():
tooltip.visible = false
return
var p := players[0] as Node3D
tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
func interact(player: Node) -> void:
if player.call("apply_plate_armor"):
queue_free()
+1
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@@ -0,0 +1 @@
uid://sklquy2lyugo
+40 -6
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@@ -11,7 +11,11 @@ signal health_changed(current: int, maximum: int)
@export var max_health: int = 100 @export var max_health: int = 100
var health: int = max_health var health: int = max_health
var tier: int = 0 var kick_tier: int = 1
var toughness_tier: int = 0
var has_stick_armor: bool = false
var has_leather_armor: bool = false
var has_plate_armor: bool = false
var kick_timer: float = 0.0 var kick_timer: float = 0.0
var invincible_timer: float = 0.0 var invincible_timer: float = 0.0
var is_alive: bool = true var is_alive: bool = true
@@ -165,8 +169,8 @@ func _do_kick() -> void:
var best_diff := best.global_position - global_position var best_diff := best.global_position - global_position
best_diff.y = 0.0 best_diff.y = 0.0
var best_dir := best_diff.normalized() var best_dir := best_diff.normalized()
var obj_tier: int = best.get("tier") if best.get("tier") != null else 0 var obj_toughness: int = best.get("toughness_tier") if best.get("toughness_tier") != null else 0
var diff_tier := tier - obj_tier var diff_tier := kick_tier - obj_toughness
var force: float var force: float
if diff_tier < 0: if diff_tier < 0:
force = 15.0 force = 15.0
@@ -250,20 +254,50 @@ func apply_upgrade(id: String) -> void:
emit_signal("health_changed", health, max_health) emit_signal("health_changed", health, max_health)
func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void: func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
tier += _tier kick_tier += 1
move_speed += speed_bonus move_speed += speed_bonus
var tw := create_tween() var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1) tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4) tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
func apply_upgrade_armor() -> void: func apply_upgrade_armor() -> void:
tier += 1 kick_tier += 1
var tw := create_tween() var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.8, 1.0), 0.1) tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.8, 1.0), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5) tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5)
func apply_upgrade_enchant() -> void: func apply_upgrade_enchant() -> void:
tier += 1 kick_tier += 1
var tw := create_tween() var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.8, 0.2, 1.0), 0.1) tw.tween_property(player_mat, "albedo_color", Color(0.8, 0.2, 1.0), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.6) tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.6)
func apply_stick_armor() -> bool:
if has_stick_armor:
return false
has_stick_armor = true
toughness_tier += 1
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.5, 0.2), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
return true
func apply_leather_armor() -> bool:
if has_leather_armor:
return false
has_leather_armor = true
toughness_tier += 1
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.8, 0.5, 0.2), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
return true
func apply_plate_armor() -> bool:
if has_plate_armor:
return false
has_plate_armor = true
toughness_tier += 1
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.6, 0.7, 1.0), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5)
return true
+2 -1
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@@ -10,7 +10,8 @@ const WALL_BOUNCE := 0.5
const WALL_SELF_DMG := 0.6 const WALL_SELF_DMG := 0.6
var kickable_type: String = "rock" var kickable_type: String = "rock"
var tier: int = 0 var kick_tier: int = 0
var toughness_tier: int = 1
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var health: float = 60.0 var health: float = 60.0
+2 -1
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@@ -10,7 +10,8 @@ const WALL_BOUNCE := 0.5
const WALL_SELF_DMG := 0.5 const WALL_SELF_DMG := 0.5
var kickable_type: String = "stick" var kickable_type: String = "stick"
var tier: int = 0 var kick_tier: int = 0
var toughness_tier: int = 1
var state: State = State.IDLE var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO var fly_vel: Vector3 = Vector3.ZERO
var health: float = 40.0 var health: float = 40.0
+23
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@@ -0,0 +1,23 @@
extends Node3D
@onready var tooltip: Label3D = $Tooltip
func _ready() -> void:
add_to_group("interactable")
tooltip.visible = false
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.45, 0.65)
tw.tween_property(self, "position:y", 0.2, 0.65)
func _process(delta: float) -> void:
rotation.y += delta * 1.1
var players := get_tree().get_nodes_in_group("player")
if players.is_empty():
tooltip.visible = false
return
var p := players[0] as Node3D
tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
func interact(player: Node) -> void:
if player.call("apply_stick_armor"):
queue_free()
+1
View File
@@ -0,0 +1 @@
uid://cmvl3td1h7qb8