Big brain time

This commit is contained in:
Steven Long
2023-07-15 15:31:19 -07:00
parent 9fe56cd75f
commit 615847e96e
11 changed files with 167 additions and 97 deletions

9
Scripts/Blizzard.cs Normal file
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@@ -0,0 +1,9 @@
using Godot;
public partial class Blizzard : Projectile
{
public override void _PhysicsProcess(double delta)
{
Translate(new Vector3(0, 0, -Speed));
}
}

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@@ -1,10 +1,9 @@
using Godot;
public partial class Fireball : CsgSphere3D
public partial class Fireball : Projectile
{
private float _speed = 80f;
public override void _PhysicsProcess(double delta)
{
}
public override void _PhysicsProcess(double delta)
{
Translate(new Vector3(0, 0, -Speed));
}
}

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@@ -1,82 +1,93 @@
using System.Linq;
using Godot;
using Godot.Collections;
public partial class Player : CharacterBody3D
{
[Export]
private float _speed = 5.0f;
[Export]
private float _jumpVelocity = 4.5f;
[Export]
private float _sensitivityHorizontal = 0.05f;
[Export]
private float _sensitivityVertical = 0.05f;
[Export]
private float _joystickDeadZone = 0.5f;
[Export]
private float _speed = 5.0f;
[Export]
private float _jumpVelocity = 4.5f;
[Export]
private float _sensitivityHorizontal = 0.05f;
[Export]
private float _sensitivityVertical = 0.05f;
[Export]
private float _joystickDeadZone = 0.5f;
[Export]
private Array<PackedScene> _projectiles;
private Node3D _cameraMount;
private Node3D _pivot;
private Node3D _cameraMount;
private Node3D _pivot;
private PackedScene _weaponType;
// Get the _gravity from the project settings to be synced with RigidBody nodes.
public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
// Get the _gravity from the project settings to be synced with RigidBody nodes.
public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready()
{
Input.MouseMode = Input.MouseModeEnum.Captured;
_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
}
public override void _Ready()
{
Input.MouseMode = Input.MouseModeEnum.Captured;
_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
_weaponType = _projectiles.First();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("quit"))
GetTree().Quit();
if (Input.IsActionJustPressed("shoot"))
Shoot();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("quit"))
GetTree().Quit();
if (Input.IsActionJustPressed("shoot"))
Shoot();
if (Input.IsActionJustPressed("switch"))
SwitchWeaponType();
}
public override void _Input(InputEvent @event)
{
}
public override void _PhysicsProcess(double delta)
{
var gravityDelta = _gravity * (float)delta;
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
public override void _PhysicsProcess(double delta)
{
var gravityDelta = _gravity * (float)delta;
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
Velocity = velocity;
MoveAndSlide();
}
Velocity = velocity;
MoveAndSlide();
}
private void Shoot()
{
GD.Print("Shoot");
var projectile = _weaponType.Instantiate<Node3D>();
projectile.Position = Position;
GetParent().AddChild(projectile);
}
private void Shoot()
{
GD.Print("Shoot");
var projectile = new Fireball();
Owner.AddChild(projectile);
projectile.Transform = Transform;
}
private void SwitchWeaponType()
{
var index = _projectiles.IndexOf(_weaponType);
_weaponType = _projectiles[(index + 1) % _projectiles.Count];
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
{
if (!IsOnFloor())
velocity.Y -= gravityDelta;
}
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = _jumpVelocity;
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
{
if (!IsOnFloor())
velocity.Y -= gravityDelta;
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = _jumpVelocity;
return velocity;
}
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
}

14
Scripts/Projectile.cs Normal file
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using Godot;
public partial class Projectile : Node3D
{
[Export]
private float _projectileSpeed = 0.1f;
public override void _Ready()
{
Speed = _projectileSpeed;
}
public float Speed { get; private set; }
}

8
Scripts/WeaponType.cs Normal file
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@@ -0,0 +1,8 @@
namespace Sandbox.Scripts
{
internal enum WeaponType
{
Fire = 0,
Blizzard = 1
}
}