WIP: merge recipies

This commit is contained in:
2026-04-22 19:10:44 +03:00
parent 66b8120eb7
commit f1ef895555
10 changed files with 358 additions and 0 deletions
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extends CharacterBody3D
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.88
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.4
const WALL_SELF_DMG := 0.4
var kickable_type: String = "boulder"
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 150.0
var dead: bool = false
var damage_modifier: float = 1.8
@onready var mesh_node: MeshInstance3D = $BoulderMesh
var boulder_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.32, 0.28, 0.22)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
boulder_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = boulder_mat
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * (force * 0.6)
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") 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 *= 0.55
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 * 0.15
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(2.0, 0.1, 2.0), 0.15)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.12)
tw.tween_callback(queue_free)
func _flash() -> void:
var tw := create_tween()
tw.tween_property(boulder_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 150.0, 0.0, 0.6))
tw.tween_property(boulder_mat, "albedo_color", target_color, 0.18)
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extends CharacterBody3D
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.90
const MIN_SPEED := 0.3
const WALL_BOUNCE := 0.7
var kickable_type: String = "leather"
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var damage_modifier: float = 0.0
@onready var mesh_node: MeshInstance3D = $LeatherMesh
func _ready() -> void:
add_to_group("kickable")
func apply_collision_damage(_dmg: float) -> void:
pass
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
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 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 * 0.4)
fly_vel *= 0.35
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 * 0.2
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extends Node3D
var tier: int = 1
@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", 0.3, 0.7)
tw.tween_property(self, "position:y", 0.1, 0.7)
func _process(delta: float) -> void:
rotation.y += delta * 1.2
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:
player.call("apply_upgrade_boots", 10.0, tier)
queue_free()
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uid://d0j8nw7eynmk8
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class_name MergeRecipes
# Add new crafting recipes here.
# speed_threshold = minimum collision_speed to trigger the merge.
static var _list: Array[Dictionary] = [
{
"ingredients": ["leather", "stick"],
"result_scene": "res://scenes/LeatherBoots.tscn",
"speed_threshold": 0.5,
},
{
"ingredients": ["rock", "rock"],
"result_scene": "res://scenes/Boulder.tscn",
"speed_threshold": 5.0,
},
]
static func find(type_a: String, type_b: String, speed: float) -> Dictionary:
for r in _list:
var a: String = r["ingredients"][0]
var b: String = r["ingredients"][1]
var match_ab := (a == type_a and b == type_b) or (a == type_b and b == type_a)
if match_ab and speed >= float(r.get("speed_threshold", 3.0)):
return r
return {}
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extends CharacterBody3D
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.84
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.5
const WALL_SELF_DMG := 0.5
var kickable_type: String = "stick"
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 40.0
var dead: bool = false
var damage_modifier: float = 0.6
@onready var mesh_node: MeshInstance3D = $StickMesh
var stick_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.55, 0.38, 0.18)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
stick_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = stick_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("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 * 0.65)
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.z += delta * speed_now * 0.3
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(1.6, 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(stick_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 40.0, 0.0, 0.6))
tw.tween_property(stick_mat, "albedo_color", target_color, 0.18)
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uid://ceo530cbtsr6e