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9066eecf1e
..
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| Author | SHA1 | Date | |
|---|---|---|---|
| 174e9dfb08 | |||
| 95bd7bb3be | |||
| 5ff0b1108e | |||
| 5f5f0f54f1 | |||
| 297233c48e |
@@ -0,0 +1,29 @@
|
||||
[gd_scene format=3 uid="uid://cayybawvw26cm"]
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||||
|
||||
[ext_resource type="Script" path="res://scripts/EnchantedSphere.gd" id="1_sphere"]
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||||
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||||
[sub_resource type="SphereMesh" id="SphereMesh_1"]
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radius = 0.28
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height = 0.56
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|
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.8, 0.3, 1.0, 1)
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emission_enabled = true
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emission = Color(0.6, 0.1, 1.0, 1)
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emission_energy_multiplier = 3.0
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[node name="EnchantedSphere" type="Node3D"]
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script = ExtResource("1_sphere")
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[node name="SphereMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_1")
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material_override = SubResource("StandardMaterial3D_1")
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[node name="Tooltip" type="Label3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
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billboard = 1
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double_sided = true
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text = "[E] Enchanted Sphere
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+1 Tier"
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font_size = 32
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outline_size = 6
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@@ -0,0 +1,28 @@
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[gd_scene format=3 uid="uid://bjk2mastaopd8"]
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[ext_resource type="Script" path="res://scripts/Essence.gd" id="1_essence"]
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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(0.7, 0.2, 1.0, 1)
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emission_enabled = true
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emission = Color(0.5, 0.0, 1.0, 1)
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emission_energy_multiplier = 2.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
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radius = 0.18
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[node name="Essence" type="CharacterBody3D"]
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script = ExtResource("1_essence")
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[node name="EssenceMesh" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.22, 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, 0.22, 0)
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shape = SubResource("SphereShape3D_1")
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@@ -0,0 +1,27 @@
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[gd_scene format=3 uid="uid://g7iron5etp8u"]
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[ext_resource type="Script" uid="uid://0wdmbocpe2ir" path="res://scripts/Iron.gd" id="1_iron"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.55, 0.58, 0.62, 1)
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metallic = 0.7
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metallic_specular = 0.8
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roughness = 0.4
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[sub_resource type="BoxMesh" id="BoxMesh_1"]
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size = Vector3(0.38, 0.22, 0.5)
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[sub_resource type="BoxShape3D" id="BoxShape3D_1"]
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size = Vector3(0.38, 0.22, 0.5)
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[node name="Iron" type="CharacterBody3D" unique_id=611454609]
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script = ExtResource("1_iron")
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[node name="IronMesh" type="MeshInstance3D" parent="." unique_id=1832879739]
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transform = Transform3D(3.5611715, 0, 0, 0, 2.7614622, 0, 0, 0, 1, 0, 0.2, 0)
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material_override = SubResource("StandardMaterial3D_1")
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mesh = SubResource("BoxMesh_1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=665808333]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2, 0)
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shape = SubResource("BoxShape3D_1")
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@@ -62,6 +62,40 @@ radius = 1.0966797
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[sub_resource type="BoxShape3D" id="BoxShape3D_qifjx"]
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size = Vector3(2.2670898, 1, 3.7305298)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_forge"]
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albedo_color = Color(0.28, 0.24, 0.2, 1)
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roughness = 0.95
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[sub_resource type="BoxMesh" id="BoxMesh_forge"]
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size = Vector3(2, 1.8, 2)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_chimney"]
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albedo_color = Color(0.2, 0.18, 0.16, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_chimney"]
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size = Vector3(0.6, 1, 0.6)
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[sub_resource type="BoxShape3D" id="BoxShape3D_forge"]
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size = Vector3(2, 1.8, 2)
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[sub_resource type="BoxMesh" id="BoxMesh_etable"]
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size = Vector3(1.4, 0.9, 1.4)
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[sub_resource type="BoxMesh" id="BoxMesh_ebook"]
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size = Vector3(0.7, 0.12, 0.5)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_etable"]
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albedo_color = Color(0.12, 0.08, 0.22, 1)
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roughness = 0.6
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metallic = 0.2
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ebook"]
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albedo_color = Color(0.55, 0.08, 0.08, 1)
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roughness = 0.9
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[sub_resource type="BoxShape3D" id="BoxShape3D_etable"]
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size = Vector3(1.4, 0.9, 1.4)
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[node name="Level" type="Node3D" unique_id=696519]
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script = ExtResource("1_ppgk2")
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show_grid = false
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@@ -210,3 +244,35 @@ shape = SubResource("CylinderShape3D_6vs76")
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[node name="CollisionShape3D3" type="CollisionShape3D" parent="stone_big_static_body" unique_id=1397239926]
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transform = Transform3D(1.9385185, 0, -0.69275445, 0, 2.0585828, 0, 0.69275445, 0, 1.9385185, 60.670692, 1.6238549, 36.420376)
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shape = SubResource("CylinderShape3D_6vs76")
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[node name="Forge" type="StaticBody3D" parent="." unique_id=734179063]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0.9, -8)
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metadata/is_forge = true
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[node name="ForgeMesh" type="MeshInstance3D" parent="Forge" unique_id=1062255408]
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material_override = SubResource("StandardMaterial3D_forge")
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mesh = SubResource("BoxMesh_forge")
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[node name="ChimneyMesh" type="MeshInstance3D" parent="Forge" unique_id=1649367044]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1.4, -0.4)
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material_override = SubResource("StandardMaterial3D_chimney")
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mesh = SubResource("BoxMesh_chimney")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Forge" unique_id=726531191]
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shape = SubResource("BoxShape3D_forge")
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[node name="EnchantingTable" type="StaticBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 0.45, -8)
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metadata/is_enchanting_table = true
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[node name="TableMesh" type="MeshInstance3D" parent="EnchantingTable"]
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mesh = SubResource("BoxMesh_etable")
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material_override = SubResource("StandardMaterial3D_etable")
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[node name="BookMesh" type="MeshInstance3D" parent="EnchantingTable"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.51, 0)
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mesh = SubResource("BoxMesh_ebook")
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material_override = SubResource("StandardMaterial3D_ebook")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="EnchantingTable"]
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shape = SubResource("BoxShape3D_etable")
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@@ -0,0 +1,28 @@
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[gd_scene format=3 uid="uid://h8armor4fura"]
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[ext_resource type="Script" path="res://scripts/MetalArmor.gd" id="1_armor"]
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[sub_resource type="BoxMesh" id="BoxMesh_1"]
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size = Vector3(0.55, 0.7, 0.25)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.55, 0.60, 0.68, 1)
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roughness = 0.3
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metallic = 0.85
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metallic_specular = 1.0
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[node name="MetalArmor" type="Node3D"]
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script = ExtResource("1_armor")
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[node name="ArmorMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_1")
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material_override = SubResource("StandardMaterial3D_1")
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[node name="Tooltip" type="Label3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0, 0)
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billboard = 1
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double_sided = true
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text = "[E] Metal Armor
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+1 Tier"
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font_size = 32
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outline_size = 6
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@@ -63,6 +63,11 @@ func _fly(delta: float) -> void:
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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("player"):
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col3d.call("take_damage", int(speed_now * damage_modifier))
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fly_vel *= 0.3
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handled = true
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break
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elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
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if col3d == self:
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continue
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@@ -0,0 +1,25 @@
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extends Node3D
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@onready var tooltip: Label3D = $Tooltip
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@onready var mesh_node: MeshInstance3D = $SphereMesh
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func _ready() -> void:
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add_to_group("interactable")
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tooltip.visible = false
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var tw := create_tween().set_loops()
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tw.tween_property(self, "position:y", 0.7, 0.9)
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tw.tween_property(self, "position:y", 0.3, 0.9)
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func _process(delta: float) -> void:
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rotation.y += delta * 1.8
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mesh_node.rotation.x += delta * 0.9
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var players := get_tree().get_nodes_in_group("player")
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if players.is_empty():
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tooltip.visible = false
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return
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var p := players[0] as Node3D
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tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
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func interact(player: Node) -> void:
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player.call("apply_upgrade_enchant")
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queue_free()
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@@ -0,0 +1 @@
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uid://c4d11cs4fcqib
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+83
-20
@@ -1,8 +1,10 @@
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class_name Enemy
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extends CharacterBody3D
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const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
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const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
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const IRON_SCENE := preload("res://scenes/Iron.tscn")
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const ESSENCE_SCENE := preload("res://scenes/Essence.tscn")
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signal died(points: int)
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signal merged(upgrade: bool)
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@@ -10,6 +12,8 @@ signal merged(upgrade: bool)
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enum State { CHASING, FLYING, STUNNED, DEAD, MERGING }
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static var first_leather_spawned: bool = false
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static var first_iron_spawned: bool = false
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static var first_essence_spawned: bool = false
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var kickable_type: String = ""
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var tier: int = 1
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@@ -25,6 +29,11 @@ var stun_time: float = 0.5
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var base_scale: float = 1.0
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var wave_num: int = 1
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var damage_modifier: float = 0.75
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var enemy_kick_timer: float = 0.0
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var kickable_kick_timer: float = 0.0
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const ENEMY_KICK_COOLDOWN := 1.2
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const KICKABLE_KICK_COOLDOWN := 2.5
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const ENEMY_KICK_RANGE := 2.2
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var state: State = State.CHASING
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var fly_vel: Vector3 = Vector3.ZERO
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@@ -54,7 +63,6 @@ func setup(type: String, wave: int) -> void:
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enemy_type = type
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kickable_type = type
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wave_num = wave
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tier = enemy_level
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match type:
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"slime":
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move_speed = 2.8 + wave * 0.12
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@@ -82,6 +90,7 @@ func setup(type: String, wave: int) -> void:
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COLOR_CHASE = Color(0.3, 0.7, 0.3)
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mat.albedo_color = COLOR_CHASE
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enemy_level = 3
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tier = enemy_level
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func _physics_process(delta: float) -> void:
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match state:
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@@ -94,6 +103,8 @@ func _chase(delta: float) -> void:
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if not is_instance_valid(target):
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return
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contact_timer = max(0.0, contact_timer - delta)
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enemy_kick_timer = max(0.0, enemy_kick_timer - delta)
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kickable_kick_timer = max(0.0, kickable_kick_timer - delta)
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var diff := target.global_position - global_position
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diff.y = 0.0
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var dist := diff.length()
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@@ -101,32 +112,68 @@ func _chase(delta: float) -> void:
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contact_timer = CONTACT_CD
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if target.has_method("take_damage"):
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target.take_damage(damage_to_player)
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if enemy_kick_timer <= 0.0:
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_try_enemy_kick()
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if dist > 0.05:
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var dir := diff.normalized()
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dir = _avoid_rocks(dir)
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velocity.x = dir.x * move_speed
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velocity.z = dir.z * move_speed
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rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
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velocity.y = 0.0
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move_and_slide()
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|
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const AVOID_RADIUS := 1.6
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const AVOID_STRENGTH := 2.2
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func _try_enemy_kick() -> void:
|
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if not is_instance_valid(target):
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return
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var player_pos := target.global_position
|
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var to_player := player_pos - global_position
|
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to_player.y = 0.0
|
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var kick_dir := to_player.normalized() if to_player.length() > 0.01 else -global_transform.basis.z
|
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|
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func _avoid_rocks(desired: Vector3) -> Vector3:
|
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var push := Vector3.ZERO
|
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for rock in get_tree().get_nodes_in_group("kickable"):
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if not is_instance_valid(rock):
|
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continue
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var away := global_position - (rock as Node3D).global_position
|
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away.y = 0.0
|
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var d := away.length()
|
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if d < AVOID_RADIUS and d > 0.01:
|
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push += away.normalized() * (1.0 - d / AVOID_RADIUS)
|
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if push.length() < 0.01:
|
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return desired
|
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var steered := desired + push * AVOID_STRENGTH
|
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return steered.normalized() if steered.length() > 0.01 else desired
|
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# 1. Kick nearest kickable towards player
|
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if kickable_kick_timer <= 0.0:
|
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var nearest_kickable: Node3D = null
|
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var nearest_dist := ENEMY_KICK_RANGE
|
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for node in get_tree().get_nodes_in_group("kickable"):
|
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var k := node as Node3D
|
||||
if k == null or not is_instance_valid(k):
|
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continue
|
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var d := (k.global_position - global_position)
|
||||
d.y = 0.0
|
||||
if d.length() < nearest_dist:
|
||||
nearest_dist = d.length()
|
||||
nearest_kickable = k
|
||||
if nearest_kickable != null:
|
||||
nearest_kickable.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
|
||||
kickable_kick_timer = KICKABLE_KICK_COOLDOWN
|
||||
return
|
||||
|
||||
# 2. Kick lower-tier enemy nearest to player direction
|
||||
if tier > 0:
|
||||
var nearest_enemy: Node3D = null
|
||||
var nearest_enemy_dist := ENEMY_KICK_RANGE
|
||||
for node in get_tree().get_nodes_in_group("enemies"):
|
||||
var en := node as Node3D
|
||||
if en == null or en == self or not is_instance_valid(en):
|
||||
continue
|
||||
if (en.get("tier") if en.get("tier") != null else 0) >= tier:
|
||||
continue
|
||||
var d := (en.global_position - global_position)
|
||||
d.y = 0.0
|
||||
if d.length() < nearest_enemy_dist:
|
||||
nearest_enemy_dist = d.length()
|
||||
nearest_enemy = en
|
||||
if nearest_enemy != null:
|
||||
nearest_enemy.call("receive_kick", kick_dir, 40.0 + tier * 10.0)
|
||||
enemy_kick_timer = ENEMY_KICK_COOLDOWN
|
||||
return
|
||||
|
||||
# 3. Kick player directly if lower tier and in range
|
||||
if tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
|
||||
var player_tier: int = target.get("tier") if target.get("tier") != null else 0
|
||||
if player_tier < tier:
|
||||
target.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
|
||||
enemy_kick_timer = ENEMY_KICK_COOLDOWN
|
||||
|
||||
func _fly(delta: float) -> void:
|
||||
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
|
||||
@@ -267,6 +314,22 @@ func _try_drop_pickup() -> void:
|
||||
get_parent().add_child(leather)
|
||||
leather.global_position = global_position
|
||||
|
||||
if enemy_level == 2:
|
||||
var drop_iron := not first_iron_spawned or randf() < 0.20
|
||||
if drop_iron:
|
||||
first_iron_spawned = true
|
||||
var iron := IRON_SCENE.instantiate() as Node3D
|
||||
get_parent().add_child(iron)
|
||||
iron.global_position = global_position
|
||||
|
||||
if enemy_level == 3:
|
||||
var drop_essence := not first_essence_spawned or randf() < 0.20
|
||||
if drop_essence:
|
||||
first_essence_spawned = true
|
||||
var essence := ESSENCE_SCENE.instantiate() as Node3D
|
||||
get_parent().add_child(essence)
|
||||
essence.global_position = global_position
|
||||
|
||||
var roll := randf()
|
||||
var p_type := ""
|
||||
var p_heal := 0
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const ENCHANTED_SPHERE_SCENE := preload("res://scenes/EnchantedSphere.tscn")
|
||||
|
||||
signal destroyed
|
||||
|
||||
enum State { IDLE, FLYING }
|
||||
|
||||
const AIR_FRICTION := 0.88
|
||||
const MIN_SPEED := 0.3
|
||||
const WALL_BOUNCE := 0.6
|
||||
const WALL_SELF_DMG := 0.0
|
||||
|
||||
var kickable_type: String = "essence"
|
||||
var tier: int = 3
|
||||
var state: State = State.IDLE
|
||||
var fly_vel: Vector3 = Vector3.ZERO
|
||||
var health: float = 999.0
|
||||
var dead: bool = false
|
||||
var damage_modifier: float = 0.0
|
||||
|
||||
@onready var mesh_node: MeshInstance3D = $EssenceMesh
|
||||
var essence_mat: StandardMaterial3D
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("kickable")
|
||||
essence_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
|
||||
mesh_node.material_override = essence_mat
|
||||
var tw := create_tween().set_loops()
|
||||
tw.tween_property(self, "position:y", 0.35, 0.6)
|
||||
tw.tween_property(self, "position:y", 0.15, 0.6)
|
||||
|
||||
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:
|
||||
mesh_node.rotation.y += delta * 1.5
|
||||
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_enchanting_table"):
|
||||
_hit_table(col3d)
|
||||
return
|
||||
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)
|
||||
fly_vel *= 0.4
|
||||
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 * 0.4
|
||||
|
||||
func _hit_table(table: Node3D) -> void:
|
||||
if dead:
|
||||
return
|
||||
dead = true
|
||||
state = State.IDLE
|
||||
set_physics_process(false)
|
||||
var parent := get_parent()
|
||||
var spawn_pos := table.global_position + Vector3(0, 0.5, 0)
|
||||
queue_free()
|
||||
if parent == null:
|
||||
return
|
||||
var sphere := ENCHANTED_SPHERE_SCENE.instantiate() as Node3D
|
||||
parent.add_child(sphere)
|
||||
sphere.global_position = spawn_pos
|
||||
@@ -0,0 +1 @@
|
||||
uid://bk2vad35jr81c
|
||||
+139
@@ -0,0 +1,139 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const METAL_ARMOR_SCENE := preload("res://scenes/MetalArmor.tscn")
|
||||
|
||||
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 := 0.5
|
||||
|
||||
var kickable_type: String = "iron"
|
||||
var tier: int = 2
|
||||
var state: State = State.IDLE
|
||||
var fly_vel: Vector3 = Vector3.ZERO
|
||||
var health: float = 80.0
|
||||
var dead: bool = false
|
||||
var damage_modifier: float = 0.9
|
||||
|
||||
@onready var mesh_node: MeshInstance3D = $IronMesh
|
||||
var iron_mat: StandardMaterial3D
|
||||
|
||||
const COLOR_IDLE := Color(0.55, 0.58, 0.62)
|
||||
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("kickable")
|
||||
iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
|
||||
mesh_node.material_override = iron_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_forge"):
|
||||
_hit_forge(col3d)
|
||||
return
|
||||
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 * 0.65)
|
||||
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.y += delta * speed_now * 0.3
|
||||
|
||||
func _hit_forge(forge: Node3D) -> void:
|
||||
if dead:
|
||||
return
|
||||
dead = true
|
||||
state = State.IDLE
|
||||
set_physics_process(false)
|
||||
var parent := get_parent()
|
||||
var spawn_pos := forge.global_position + Vector3(5, 0, 0)
|
||||
queue_free()
|
||||
if parent == null:
|
||||
return
|
||||
var armor := METAL_ARMOR_SCENE.instantiate() as Node3D
|
||||
parent.add_child(armor)
|
||||
armor.global_position = spawn_pos
|
||||
|
||||
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(iron_mat, "albedo_color", COLOR_IMPACT, 0.04)
|
||||
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 80.0, 0.0, 0.6))
|
||||
tw.tween_property(iron_mat, "albedo_color", target_color, 0.18)
|
||||
@@ -0,0 +1 @@
|
||||
uid://0wdmbocpe2ir
|
||||
@@ -171,6 +171,8 @@ func _start_game() -> void:
|
||||
kills = 0
|
||||
kills_for_next = 10
|
||||
Enemy.first_leather_spawned = false
|
||||
Enemy.first_iron_spawned = false
|
||||
Enemy.first_essence_spawned = false
|
||||
_update_labels()
|
||||
spawn_timer.wait_time = 1.4
|
||||
spawn_timer.connect("timeout", _on_spawn_timer)
|
||||
|
||||
@@ -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", 0.5, 0.7)
|
||||
tw.tween_property(self, "position:y", 0.2, 0.7)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
rotation.y += delta * 1.4
|
||||
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_armor")
|
||||
queue_free()
|
||||
@@ -0,0 +1 @@
|
||||
uid://cqp1ucyvnno7i
|
||||
+50
-18
@@ -136,9 +136,9 @@ 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 targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable")
|
||||
var kicked_any := false
|
||||
for e in targets:
|
||||
var candidates: Array[Node3D] = []
|
||||
var candidate_dists: Array[float] = []
|
||||
for e in get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable"):
|
||||
if not is_instance_valid(e):
|
||||
continue
|
||||
var en := e as Node3D
|
||||
@@ -150,21 +150,34 @@ func _do_kick() -> void:
|
||||
if dist < 0.1 or dist > kick_range:
|
||||
continue
|
||||
if (diff / dist).dot(forward) >= half_cos:
|
||||
var obj_tier: int = en.get("tier") if en.get("tier") != null else 0
|
||||
var diff_tier := tier - obj_tier
|
||||
var force: float
|
||||
if diff_tier < 0:
|
||||
force = 15.0
|
||||
elif diff_tier == 0:
|
||||
force = 50.0
|
||||
elif diff_tier == 1:
|
||||
force = 70.0
|
||||
else:
|
||||
force = 80.0
|
||||
en.call("receive_kick", diff / dist, force)
|
||||
kicked_any = true
|
||||
if kicked_any:
|
||||
_squish_effect()
|
||||
candidates.append(en)
|
||||
candidate_dists.append(dist)
|
||||
|
||||
if candidates.is_empty():
|
||||
return
|
||||
|
||||
var nearest_idx := 0
|
||||
for i in range(1, candidates.size()):
|
||||
if candidate_dists[i] < candidate_dists[nearest_idx]:
|
||||
nearest_idx = i
|
||||
|
||||
var best := candidates[nearest_idx]
|
||||
var best_diff := best.global_position - global_position
|
||||
best_diff.y = 0.0
|
||||
var best_dir := best_diff.normalized()
|
||||
var obj_tier: int = best.get("tier") if best.get("tier") != null else 0
|
||||
var diff_tier := tier - obj_tier
|
||||
var force: float
|
||||
if diff_tier < 0:
|
||||
force = 15.0
|
||||
elif diff_tier == 0:
|
||||
force = 50.0
|
||||
elif diff_tier == 1:
|
||||
force = 70.0
|
||||
else:
|
||||
force = 80.0
|
||||
best.call("receive_kick", best_dir, force)
|
||||
_squish_effect()
|
||||
|
||||
func _try_interact() -> void:
|
||||
var best: Node3D = null
|
||||
@@ -189,6 +202,13 @@ func _squish_effect() -> void:
|
||||
tw.tween_property(mesh_node, "scale", Vector3(1.3, 0.55, 1.3), 0.07)
|
||||
tw.tween_property(mesh_node, "scale", Vector3(1.0, 1.0, 1.0), 0.18)
|
||||
|
||||
func receive_kick(direction: Vector3, force: float) -> void:
|
||||
if not is_alive or invincible_timer > 0.0:
|
||||
return
|
||||
velocity.x = direction.x * force
|
||||
velocity.z = direction.z * force
|
||||
invincible_timer = IFRAMES_DURATION * 0.5
|
||||
|
||||
func take_damage(amount: int) -> void:
|
||||
if not is_alive or invincible_timer > 0.0:
|
||||
return
|
||||
@@ -235,3 +255,15 @@ func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
|
||||
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", BASE_COLOR, 0.4)
|
||||
|
||||
func apply_upgrade_armor() -> void:
|
||||
tier += 1
|
||||
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", BASE_COLOR, 0.5)
|
||||
|
||||
func apply_upgrade_enchant() -> void:
|
||||
tier += 1
|
||||
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", BASE_COLOR, 0.6)
|
||||
|
||||
@@ -66,6 +66,11 @@ func _fly(delta: float) -> void:
|
||||
_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
|
||||
|
||||
@@ -63,6 +63,11 @@ func _fly(delta: float) -> void:
|
||||
_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
|
||||
|
||||
Reference in New Issue
Block a user