add lots of stuff
This commit is contained in:
15
scripts/camera/following_camera.gd
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15
scripts/camera/following_camera.gd
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class_name FollowingCamera
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extends Camera3D
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@export var height_offset: float = 0.4
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@export var distance: float = 6
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@export var angle_degrees: Vector3
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func _process(_delta: float) -> void:
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var follow_position := (
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Referencer.player.global_position + Vector3.UP * height_offset
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)
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global_rotation_degrees = angle_degrees
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global_position = follow_position + transform.basis.z * distance
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20
scripts/camera/main_camera.gd
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20
scripts/camera/main_camera.gd
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class_name MainCamera
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extends Camera3D
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@export var current_camera: Camera3D
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func _ready() -> void:
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Referencer.main_camera = self
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func _process(_delta: float) -> void:
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global_position = current_camera.global_position
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global_rotation = current_camera.global_rotation
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fov = current_camera.fov
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near = current_camera.near
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far = current_camera.far
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func is_camera_current(camera: Camera3D) -> bool:
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return current_camera == camera
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4
scripts/globals/referencer.gd
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4
scripts/globals/referencer.gd
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extends Node
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var main_camera: Camera3D
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var player: Player
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68
scripts/player.gd
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68
scripts/player.gd
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class_name Player
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extends CharacterBody3D
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const MOVE_SPEED: float = 10
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const MOVE_ACCELERATION: float = 100
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const MOVE_DECELERATION: float = 50
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const FALL_SPEED: float = 20
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const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -5
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var _respawn_point: Vector3
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func _ready() -> void:
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_respawn_point = global_position
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Referencer.player = self
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func _process(_delta: float) -> void:
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_process_respawning()
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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_lateral_movement(delta)
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_vertical_movement(delta)
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move_and_slide()
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func _process_respawning() -> void:
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if global_position.y < _respawn_height:
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global_position = _respawn_point
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velocity = Vector3.ZERO
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func _lateral_movement(delta: float) -> void:
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var input_dir := Input.get_vector(
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"move_left", "move_right", "move_up", "move_down"
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)
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var has_input := input_dir.length() > 0
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if has_input:
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var direction := (
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(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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)
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var new_velocity := (direction * MOVE_SPEED).rotated(
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Vector3.UP, Referencer.main_camera.rotation.y
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)
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
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else:
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var new_velocity := Vector3.ZERO
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
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func _vertical_movement(delta: float) -> void:
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if not is_on_floor():
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var new_velocity := velocity
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new_velocity.y = -FALL_SPEED
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velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
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else:
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velocity.y = 0
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