adds new font, adapts debug level and monster spawning

This commit is contained in:
Luca 2024-09-20 11:41:00 +02:00
parent e8f06e7b99
commit 6ce579026b
15 changed files with 279 additions and 30 deletions

View file

@ -49,5 +49,5 @@ func _physics_process(delta: float) -> void:
var new_player_position = camera.global_transform.origin + local_z * 3
print(camera.global_transform.origin, new_player_position)
collider.start_battle(new_player_position)
collider.start_battle(self, new_player_position)
#rotate_toward(rotation.z, collider.rotation.z, 1.0)

View file

@ -1,4 +1,4 @@
extends VBoxContainer
extends MarginContainer
# Called when the node enters the scene tree for the first time.
@ -9,3 +9,8 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_close_button_pressed() -> void:
visible = false
pass # Replace with function body.

View file

@ -2,10 +2,15 @@ extends CharacterBody3D
@onready var animated_mesh = $GobotSkin
var in_battle: bool = false
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _physics_process(delta: float) -> void:
if in_battle == true:
return
animated_mesh.idle()
# Add the gravity.
@ -53,14 +58,19 @@ func _physics_process(delta: float) -> void:
move_and_slide()
if velocity.length() < 0.01:
if velocity.length() < 0.05:
animated_mesh.idle()
# what happens when a battle starts?
# the player is positioned (mostly elsewhere than where he currently stands)
# the player is positioned (mostly somewhere else than the current position)
# ui changes
# music changes
func start_battle(player_position: Vector3) -> void:
func start_battle(enemy: Node3D, player_position: Vector3) -> void:
position = Vector3(player_position.x, position.y, player_position.z)
print("düdelüdelüdelüdelü")
print("start battle")
in_battle = true
velocity = Vector3.ZERO
animated_mesh.idle()
await get_tree().create_timer(2.0).timeout
print("timer over")
in_battle = false