added models and changed spawnpoint

This commit is contained in:
Luca 2024-09-27 13:01:28 +02:00
parent 2cf0846597
commit 877ebafc74
1007 changed files with 120779 additions and 37 deletions

View file

@ -0,0 +1,5 @@
extends Node3D
func _on_area_3d_body_entered(body: Node3D) -> void:
print("%s entered" % body.name)
pass # Replace with function body.

View file

@ -0,0 +1,32 @@
[gd_scene load_steps=4 format=3 uid="uid://dibg4wpthwdov"]
[ext_resource type="Script" path="res://entities/healing_station/healing_station.gd" id="1_7biqd"]
[sub_resource type="BoxShape3D" id="BoxShape3D_qkiex"]
size = Vector3(3.6, 2.5, 2.6)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_3nvn0"]
height = 1.0
radius = 1.1
[node name="HealingStation" type="Node3D"]
script = ExtResource("1_7biqd")
[node name="Mesh" type="Node3D" parent="."]
[node name="Collision" type="StaticBody3D" parent="."]
collision_layer = 2
collision_mask = 5
[node name="CollisionShape3D" type="CollisionShape3D" parent="Collision"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.25, 0)
shape = SubResource("BoxShape3D_qkiex")
[node name="InteractableArea" type="Area3D" parent="."]
collision_layer = 8
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractableArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6, 0.5, 0)
shape = SubResource("CylinderShape3D_3nvn0")
[connection signal="body_entered" from="InteractableArea" to="." method="_on_area_3d_body_entered"]

View file

@ -3,7 +3,7 @@ extends CharacterBody3D
signal level_up
@export var stats: MonsterData = MonsterData.new()
@export var data: MonsterData = MonsterData.new()
var spawn_point: Vector3 = Vector3(0, 0, 0)
@ -15,7 +15,7 @@ var in_battle: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var model_instance = stats.model.instantiate()
var model_instance = data.model.instantiate()
frequency = randf_range(1.0, 4.0)
amplitude = randf_range(1.0, 6.0)
spawn_point = position

View file

@ -6,23 +6,23 @@ extends Node3D
# a spawnpoint that can spawn monsters
# monsters are only spawned, if the player is not looking
# list that holds all spawnable monsters
@export var spawnable_monsters: Array[MonsterData]
## List that holds all spawnable monsters
@export var spawnable_monsters: Array[MonsterSpawnpointProbability]
# ignore spawning only if visible
## Ignore spawning only if visible
@export var ignore_visibility: bool = false
# the maximum amount of spawned monsters
# no monsters will spawn, when this number is reached
## The maximum amount of spawned monsters.
## No monsters will spawn, when this number is reached.
@export var max_monsters: int = 5
# the maximum lifetime a monster can be in the world
# a monster is then deleted if the following conditions are met:
# the monster has exceeded its maximum lifetime and it is not on screen
# TODO: figure out how to check for the exceeded lifetime and delete
## The maximum lifetime a monster can be in the world
@export var max_lifetime: float = 60.0 # seconds
# only spawn a monster every x seconds
## A monster can only spawn every x seconds
@export var spawn_cooldown: float = 3.0 # seconds
@onready var spawn_timer: Timer = Timer.new()
@ -38,6 +38,9 @@ var active_monsters: Array[Monster] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
if spawnable_monsters.is_empty():
printerr("Spawnpoint (%s) does not have monsters to spawn." % self.name)
spawn_timer.wait_time = spawn_cooldown
spawn_timer.autostart = true
spawn_timer.timeout.connect(spawn)
@ -45,21 +48,28 @@ func _ready() -> void:
spawn_timer.start()
spawn_point = position
label.text = "%s / %s" % [len(active_monsters), max_monsters]
func spawn() -> void:
if len(active_monsters) >= max_monsters:
print("Spawnpoint reached maximum amount of monsters")
#print("Spawnpoint reached maximum amount of monsters")
return
if ignore_visibility == false and $VisibleOnScreenNotifier3D.is_on_screen():
print("Spawnpoint is visible on screen. Not spawning a monster.")
#print("Spawnpoint is visible on screen. Not spawning a monster.")
return
# TODO: Add a check to not spawn enemies X units near the player
# instantiate a monster .tscn scene
var monster_to_spawn = monster_tscn.instantiate()
monster_to_spawn.stats = spawnable_monsters[0]
# get a random monster data
var random := randi() % spawnable_monsters.size()
var data : MonsterData = spawnable_monsters[random].monster_data
monster_to_spawn.data = data
# keep track of the current monster
active_monsters.append(monster_to_spawn)
@ -71,7 +81,7 @@ func spawn() -> void:
var debug_level_node = get_parent_node_3d()
debug_level_node.add_child(monster_to_spawn)
print("Spawning Mob \"%s\"" % monster_to_spawn.stats.display_name)
#print("Spawning Mob \"%s\"" % monster_to_spawn.data.display_name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:

View file

@ -25,6 +25,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
[node name="Label3D" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
visible = false
double_sided = false
text = "0 / 5"
font_size = 64

View file

@ -0,0 +1,8 @@
class_name MonsterSpawnpointProbability
extends Resource
## Which monster to spawn
@export var monster_data : MonsterData = null
## Chance that a monster can spawn
@export var chance: float = 50.0

View file

@ -7,6 +7,7 @@
height = 1.7
[node name="Player" type="CharacterBody3D" groups=["save_nodes"]]
collision_mask = 14
axis_lock_angular_x = true
axis_lock_angular_y = true
axis_lock_angular_z = true