Add collision detection

This commit is contained in:
Steven Long
2023-07-19 09:40:16 -07:00
parent f15e1031bd
commit e2bb5ec656
10 changed files with 213 additions and 198 deletions

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.1.1"> <Project Sdk="Godot.NET.Sdk/4.0.3">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net6.0</TargetFramework> <TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading> <EnableDynamicLoading>true</EnableDynamicLoading>
@@ -6,4 +6,9 @@
<ItemGroup> <ItemGroup>
<Folder Include="Scenes\" /> <Folder Include="Scenes\" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<PackageReference Include="Chickensoft.AutoInject" Version="1.3.0" />
<PackageReference Include="Chickensoft.SuperNodes" Version="1.2.1" />
<PackageReference Include="Chickensoft.SuperNodes.Types" Version="1.2.1" />
</ItemGroup>
</Project> </Project>

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://ds2y8l8onrs4f"] [gd_scene load_steps=5 format=3 uid="uid://ds2y8l8onrs4f"]
[ext_resource type="Script" path="res://Scripts/Blizzard.cs" id="1_rqtsv"] [ext_resource type="Script" path="res://Scripts/Blizzard.cs" id="1_rqtsv"]
@@ -9,19 +9,24 @@ albedo_color = Color(0.137255, 0.447059, 0.796078, 1)
radial_segments = 4 radial_segments = 4
rings = 1 rings = 1
[sub_resource type="SphereShape3D" id="SphereShape3D_xe0sc"]
[node name="Blizzard" type="Node3D"] [node name="Blizzard" type="Node3D"]
script = ExtResource("1_rqtsv") script = ExtResource("1_rqtsv")
Cooldown = 1.0
_projectileSpeed = 10.0 _projectileSpeed = 10.0
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="RigidBody3D" type="RigidBody3D" parent="."]
collision_layer = 0
collision_mask = 16
mass = 0.01
gravity_scale = 0.0
[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11373, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11373, 0)
material_override = SubResource("StandardMaterial3D_pd0mo") material_override = SubResource("StandardMaterial3D_pd0mo")
mesh = SubResource("SphereMesh_g0pbs") mesh = SubResource("SphereMesh_g0pbs")
skeleton = NodePath("../..")
[node name="TimeToLive" type="Timer" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
wait_time = 2.5 transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11958, 0)
one_shot = true shape = SubResource("SphereShape3D_xe0sc")
autostart = true
[connection signal="timeout" from="TimeToLive" to="." method="OnTimeToLiveTimeout"]

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@@ -1,4 +1,4 @@
[gd_scene load_steps=18 format=3 uid="uid://bcsgd8vxy43g2"] [gd_scene load_steps=19 format=3 uid="uid://bcsgd8vxy43g2"]
[ext_resource type="Script" path="res://Scripts/Player.cs" id="1_8dc05"] [ext_resource type="Script" path="res://Scripts/Player.cs" id="1_8dc05"]
[ext_resource type="PackedScene" uid="uid://d20uxkpid4ynd" path="res://Models/vivi1.gltf" id="1_mqt2m"] [ext_resource type="PackedScene" uid="uid://d20uxkpid4ynd" path="res://Models/vivi1.gltf" id="1_mqt2m"]
@@ -9,6 +9,7 @@
[ext_resource type="Script" path="res://Scripts/NPCFollow.cs" id="4_o5mpp"] [ext_resource type="Script" path="res://Scripts/NPCFollow.cs" id="4_o5mpp"]
[ext_resource type="Script" path="res://Scripts/DebugText.cs" id="8_ksx3s"] [ext_resource type="Script" path="res://Scripts/DebugText.cs" id="8_ksx3s"]
[ext_resource type="ArrayMesh" uid="uid://35saq7eyk446" path="res://Models/Cookie.obj" id="8_p45nj"] [ext_resource type="ArrayMesh" uid="uid://35saq7eyk446" path="res://Models/Cookie.obj" id="8_p45nj"]
[ext_resource type="Script" path="res://Scripts/Enemy.cs" id="9_0gfg2"]
[sub_resource type="BoxShape3D" id="BoxShape3D_8verc"] [sub_resource type="BoxShape3D" id="BoxShape3D_8verc"]
size = Vector3(100, 2, 100) size = Vector3(100, 2, 100)
@@ -116,22 +117,27 @@ material_override = SubResource("StandardMaterial3D_ultw4")
use_collision = true use_collision = true
size = Vector3(15.0266, 4.74018, 1) size = Vector3(15.0266, 4.74018, 1)
[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
collision_layer = 0
collision_mask = 16
[node name="Cookie" type="MeshInstance3D" parent="CharacterBody3D"]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, -0.130408, -1.66095)
mesh = ExtResource("8_p45nj")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, 0.690081, -1.66095)
shape = SubResource("CapsuleShape3D_y33ih")
[node name="DebugUI" type="Node2D" parent="."] [node name="DebugUI" type="Node2D" parent="."]
[node name="TextEdit" type="TextEdit" parent="DebugUI"] [node name="TextEdit" type="TextEdit" parent="DebugUI"]
offset_right = 3468.0 offset_right = 3468.0
offset_bottom = 777.0 offset_bottom = 777.0
script = ExtResource("8_ksx3s") script = ExtResource("8_ksx3s")
[node name="RigidBody3D" type="RigidBody3D" parent="."]
collision_layer = 0
collision_mask = 17
max_contacts_reported = 10
contact_monitor = true
script = ExtResource("9_0gfg2")
[node name="Cookie" type="MeshInstance3D" parent="RigidBody3D"]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, -0.130408, -1.66095)
mesh = ExtResource("8_p45nj")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, 0.690081, -1.66095)
shape = SubResource("CapsuleShape3D_y33ih")
[connection signal="body_entered" from="RigidBody3D" to="RigidBody3D" method="OnHit"]

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://dg7731nx22ewp"] [gd_scene load_steps=5 format=3 uid="uid://dg7731nx22ewp"]
[ext_resource type="Script" path="res://Scripts/Fireball.cs" id="1_4ipg4"] [ext_resource type="Script" path="res://Scripts/Fireball.cs" id="1_4ipg4"]
@@ -7,19 +7,26 @@ albedo_color = Color(0.666667, 0, 0.239216, 1)
[sub_resource type="SphereMesh" id="SphereMesh_6bhr7"] [sub_resource type="SphereMesh" id="SphereMesh_6bhr7"]
[node name="Fireball" type="Node3D"] [sub_resource type="SphereShape3D" id="SphereShape3D_64t08"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.916843, 0) radius = 0.51754
script = ExtResource("1_4ipg4")
Cooldown = 0.3
_projectileSpeed = 20.0
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="RigidBody3D" type="RigidBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.00392, 0) collision_layer = 16
gravity_scale = 0.0
max_contacts_reported = 5
contact_monitor = true
script = ExtResource("1_4ipg4")
_projectileSpeed = 10.0
[node name="Fireball" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.916843, 0)
[node name="MeshInstance3D" type="MeshInstance3D" parent="Fireball"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0870771, 0)
material_override = SubResource("StandardMaterial3D_jxwqo") material_override = SubResource("StandardMaterial3D_jxwqo")
mesh = SubResource("SphereMesh_6bhr7") mesh = SubResource("SphereMesh_6bhr7")
skeleton = NodePath("../../..")
[node name="TimeToLive" type="Timer" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
one_shot = true transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.00448, 0.081282)
autostart = true shape = SubResource("SphereShape3D_64t08")
[connection signal="timeout" from="TimeToLive" to="." method="OnTimeToLiveTimeout"]

View File

@@ -2,49 +2,49 @@ using Godot;
public partial class CameraSystem : SpringArm3D public partial class CameraSystem : SpringArm3D
{ {
[Export] [Export]
private float _sensitivityHorizontal = 0.05f; private float _sensitivityHorizontal = 0.05f;
[Export] [Export]
private float _sensitivityVertical = 0.05f; private float _sensitivityVertical = 0.05f;
[Export] [Export]
private float _joystickDeadZone = 0.5f; private float _joystickDeadZone = 0.5f;
private Node3D _pivot; private Node3D _pivot;
private CharacterBody3D _characterBody; private CharacterBody3D _characterBody;
public override void _Ready() public override void _Ready()
{ {
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot"); _pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
_characterBody = GetNode<CharacterBody3D>("/root/Main/Player"); _characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX); var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY); var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
if (Mathf.Abs(joyRightX) > _joystickDeadZone) if (Mathf.Abs(joyRightX) > _joystickDeadZone)
{ {
var rotateAmount = joyRightX * _sensitivityHorizontal; var rotateAmount = joyRightX * _sensitivityHorizontal;
_characterBody.RotateY(-rotateAmount); _characterBody.RotateY(-rotateAmount);
_pivot.RotateY(rotateAmount); _pivot.RotateY(rotateAmount);
} }
if (Mathf.Abs(joyRightY) > _joystickDeadZone) if (Mathf.Abs(joyRightY) > _joystickDeadZone)
{ {
RotateX(joyRightY * _sensitivityVertical); RotateX(joyRightY * _sensitivityVertical);
Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z); Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
} }
} }
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)
{ {
if (@event is InputEventMouseMotion mouseMotion) if (@event is InputEventMouseMotion mouseMotion)
{ {
_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal)); _characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal)); _pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical)); RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z); Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
} }
} }
} }

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@@ -1,21 +0,0 @@
[remap]
importer="wavefront_obj"
importer_version=1
type="Mesh"
uid="uid://cj246dmena0if"
path="res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"
[deps]
files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
source_file="res://Scripts/Cookie.obj"
dest_files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh", "res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
[params]
generate_tangents=true
scale_mesh=Vector3(1, 1, 1)
offset_mesh=Vector3(0, 0, 0)
optimize_mesh=true

13
Scripts/Enemy.cs Normal file
View File

@@ -0,0 +1,13 @@
using Godot;
public partial class Enemy : Node
{
public void OnHit(Variant body)
{
if (body.Obj is Projectile)
{
GD.Print("Hit");
QueueFree();
}
}
}

View File

@@ -2,8 +2,8 @@ using Godot;
public partial class Fireball : Projectile public partial class Fireball : Projectile
{ {
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
Translate(new Vector3(0, 0, Speed * (float)delta)); Translate(new Vector3(0, 0, Speed * (float)delta));
} }
} }

View File

@@ -4,102 +4,102 @@ using Godot.Collections;
public partial class Player : CharacterBody3D public partial class Player : CharacterBody3D
{ {
[Export] [Export]
private float _speed = 5.0f; private float _speed = 5.0f;
[Export] [Export]
private float _jumpVelocity = 4.5f; private float _jumpVelocity = 4.5f;
[Export] [Export]
private float _sensitivityHorizontal = 0.05f; private float _sensitivityHorizontal = 0.05f;
[Export] [Export]
private float _sensitivityVertical = 0.05f; private float _sensitivityVertical = 0.05f;
[Export] [Export]
private float _joystickDeadZone = 0.5f; private float _joystickDeadZone = 0.5f;
[Export] [Export]
private Array<PackedScene> _projectiles; private Array<PackedScene> _projectiles;
public bool CanShoot { get; private set; } public bool CanShoot { get; private set; }
private Node3D _cameraMount; private Node3D _cameraMount;
private Node3D _pivot; private Node3D _pivot;
private Node3D _camera; private Node3D _camera;
private PackedScene _weaponType; private PackedScene _weaponType;
// Get the _gravity from the project settings to be synced with RigidBody nodes. // Get the _gravity from the project settings to be synced with RigidBody nodes.
public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready() public override void _Ready()
{ {
Input.MouseMode = Input.MouseModeEnum.Captured; Input.MouseMode = Input.MouseModeEnum.Captured;
_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount"); _cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
_camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera"); _camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera");
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot"); _pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
_weaponType = _projectiles.First(); _weaponType = _projectiles.First();
CanShoot = true; CanShoot = true;
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (Input.IsActionJustPressed("quit")) if (Input.IsActionJustPressed("quit"))
GetTree().Quit(); GetTree().Quit();
if (Input.IsActionJustPressed("shoot") && CanShoot) if (Input.IsActionJustPressed("shoot") && CanShoot)
Shoot(); Shoot();
if (Input.IsActionJustPressed("switch")) if (Input.IsActionJustPressed("switch"))
SwitchWeaponType(); SwitchWeaponType();
} }
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
var gravityDelta = _gravity * (float)delta; var gravityDelta = _gravity * (float)delta;
var velocity = CalculateMovement(Velocity, Transform, gravityDelta); var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
Velocity = velocity; Velocity = velocity;
MoveAndSlide(); MoveAndSlide();
} }
private async void Shoot() private async void Shoot()
{ {
GD.Print("Shoot"); GD.Print("Shoot");
var projectile = _weaponType.Instantiate<Projectile>(); var projectile = _weaponType.Instantiate<Projectile>();
projectile.Position = Position; projectile.Position = Position;
projectile.Rotation = Rotation; projectile.Rotation = Rotation;
GetParent().AddChild(projectile); GetParent().AddChild(projectile);
CanShoot = false; CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true; CanShoot = true;
} }
private async void SwitchWeaponType() private async void SwitchWeaponType()
{ {
var index = _projectiles.IndexOf(_weaponType); var index = _projectiles.IndexOf(_weaponType);
_weaponType = _projectiles[(index + 1) % _projectiles.Count]; _weaponType = _projectiles[(index + 1) % _projectiles.Count];
CanShoot = false; CanShoot = false;
await ToSignal(GetTree().CreateTimer(.5), "timeout"); await ToSignal(GetTree().CreateTimer(.5), "timeout");
CanShoot = true; CanShoot = true;
} }
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta) private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
{ {
if (!IsOnFloor()) if (!IsOnFloor())
velocity.Y -= gravityDelta; velocity.Y -= gravityDelta;
if (Input.IsActionJustPressed("jump") && IsOnFloor()) if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = _jumpVelocity; velocity.Y = _jumpVelocity;
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward"); Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero) if (direction != Vector3.Zero)
{ {
velocity.X = direction.X * _speed; velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed; velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up); GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
} }
else else
{ {
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed); velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
} }
return velocity; return velocity;
} }
} }

View File

@@ -2,21 +2,21 @@
public partial class Projectile : Node3D public partial class Projectile : Node3D
{ {
[Export] [Export]
public double Cooldown { get; protected set; } public double Cooldown { get; protected set; }
[Export] [Export]
private float _projectileSpeed = 0.1f; private float _projectileSpeed = 100f;
public override void _Ready() public override void _Ready()
{ {
Speed = _projectileSpeed; Speed = _projectileSpeed;
} }
public float Speed { get; private set; } public float Speed { get; private set; }
public void OnTimeToLiveTimeout() public void OnTimeToLiveTimeout()
{ {
QueueFree(); QueueFree();
} }
} }