monster spawner and moving to the camera direction
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821 changed files with 1611 additions and 1409 deletions
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@ -1,17 +1,35 @@
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extends Panel
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@onready var talk_a_texture = preload("res://resources/textures/Xbox Series/Vector/xbox_button_a.svg")
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@onready var drag_texture = preload("res://resources/textures/Generic/Vector/generic_button_circle.svg")
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var thumbstick_size_factor = 0.5
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@onready var talk_a_texture = preload("res://assets/textures/Xbox Series/Vector/xbox_button_a.svg")
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@onready var drag_texture = preload("res://assets/textures/Generic/Vector/generic_button_circle.svg")
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@onready var thumbstick = $Thumbstick
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var thumbstick_size_factor = 0.5
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var middle: Vector2 = Vector2(100, 100)
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var touch_start: Vector2 = Vector2(0, 0)
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var jump_threshold: float = 10.0
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var previous: Vector2 = Vector2(0, 0)
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var delta: float = 0.0
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var pressed: bool = false
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# debug rotation
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var rotation_delta: Vector2 = Vector2(0, 0)
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func _ready() -> void:
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thumbstick.custom_minimum_size = Vector2(size.x, size.x) * thumbstick_size_factor
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thumbstick.position = middle - thumbstick.size / 2.0
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print(thumbstick)
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func _unhandled_input(event: InputEvent) -> void:
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if event is not InputEventScreenDrag:
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return
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if event is InputEventScreenDrag:
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var touch_position = event.position
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rotation_delta = get_viewport_rect().size / 2 - touch_position
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, -rotation_delta.x * 0.4, 0)
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print(rotation_delta)
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func _on_gui_input(event: InputEvent) -> void:
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if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
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return
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@ -38,17 +56,10 @@ func _on_gui_input(event: InputEvent) -> void:
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var touch_position = event.position
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thumbstick.position = touch_position - thumbstick.size / 2.0
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var delta = middle - touch_position
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var direction = delta.normalized()
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simulate_joystick_motion(0, -direction.x)
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simulate_joystick_motion(1, -direction.y)
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#if previous.y > thumbstick.position.y + jump_threshold:
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# print("jump")
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# Input.action_press("ui_accept")
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#print(previous)
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#previous = thumbstick.position
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var _delta = middle - touch_position
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var direction = _delta.normalized()
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simulate_joystick_motion(JOY_AXIS_LEFT_X, -direction.x)
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simulate_joystick_motion(JOY_AXIS_LEFT_Y, -direction.y)
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func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void:
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var joystick_event = InputEventJoypadMotion.new()
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@ -61,6 +72,8 @@ func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> vo
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func _on_resized() -> void:
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print("Size changed to %s" % size)
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middle = size / 2.0
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custom_minimum_size = Vector2(size.x, size.x)
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thumbstick = get_node("Thumbstick")
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#if thumbstick:
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thumbstick.custom_minimum_size = Vector2(size.x, size.x) * thumbstick_size_factor
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thumbstick.position = middle - thumbstick.size / 2.0
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11
scripts/monster_list.gd
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11
scripts/monster_list.gd
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@ -0,0 +1,11 @@
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extends VBoxContainer
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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68
scripts/monster_spawnpoint.gd
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68
scripts/monster_spawnpoint.gd
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@ -0,0 +1,68 @@
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class_name MonsterSpawnpoint
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extends Node3D
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# a spawnpoint that can spawn monsters around the center point
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# with a given distance
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# monsters are only spawned, if the player is not looking
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@onready var spawn_timer: Timer = Timer.new()
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# list that holds all spawnable monsters
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@export var spawnable_monsters: Array[MonsterStats]
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# the maximum amount of spawned monsters
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# no monsters will spawn, when this number is reached
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@export var max_monsters: int = 5
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# the maximum distance a monster can spawn around the spawnpoint
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@export var max_distance_spawn: float = 10.0
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# the maximum lifetime a monster can be in the world
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# a monster is then deleted if the following conditions are met:
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# the monster has exceeded its maximum lifetime and it is not on screen
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# TODO: figure out how to check for the exceeded lifetime and delete
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@export var max_lifetime: float = 60.0 # seconds
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@export var spawn_cooldown: float = 3.0 # seconds
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# a spawnpoint should keep track of spawned entities
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#var active_monsters: Array[Monster] = []
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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spawn_timer.wait_time = spawn_cooldown
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spawn_timer.autostart = true
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spawn_timer.timeout.connect(spawn)
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add_child(spawn_timer)
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spawn_timer.start()
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func spawn() -> void:
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if $VisibleOnScreenNotifier3D.is_on_screen():
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print("Spawnpoint is visible on screen. Not spawning a monster.")
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return
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# TODO: Add a check to not spawn enemies X units near the player
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# get a random position near the spawn point
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var spawn_point_x = randf_range(-max_distance_spawn, max_distance_spawn)
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var spawn_point_z = randf_range(-max_distance_spawn, max_distance_spawn)
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# instantiate a monster .tscn scene
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var monster_to_spawn = spawnable_monsters[0]
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# TODO: Replace this with actual instantiation of a walking monster
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var mesh_instance = MeshInstance3D.new()
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mesh_instance.mesh = BoxMesh.new()
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# calculate the position of the monster and add the offset of the spawnpoint itself
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var monster_position = Vector3(spawn_point_x, 0.2, spawn_point_z)
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mesh_instance.position = monster_position + position
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var debug_level_node = get_node("/root/Main/CurrentLevel/DebugLevel")
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debug_level_node.add_child(mesh_instance)
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print("spawning mob")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var time = Time.get_ticks_msec()
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$Diamond.rotation.y = sin(time / 800.0) * 2
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$Diamond.position.y = 1.5 + sin(time / 800.0) * 0.3
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@ -7,6 +7,10 @@ const JUMP_VELOCITY = 4.5
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func _ready() -> void:
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pass
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func _process(delta: float) -> void:
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#$CameraRoot.rotation.y += 0.005
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pass
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func _physics_process(delta: float) -> void:
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animated_mesh.idle()
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@ -23,8 +27,12 @@ func _physics_process(delta: float) -> void:
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Camera rotation
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var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
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$CameraRoot.rotation.y += camera_input_dir.x * 0.2
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement / deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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@ -34,6 +42,10 @@ func _physics_process(delta: float) -> void:
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animated_mesh.fall()
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Rotate the direction with the camera, so that the cameras forward direction
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# is the joysticks and the players forward direction
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direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
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# Move character to the direction
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if direction.length() != 0:
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