cleanup, folder restructure and ui restructure

This commit is contained in:
Luca 2024-09-20 19:32:32 +02:00
parent 6ce579026b
commit b24117740b
28 changed files with 473 additions and 367 deletions

53
scenes/monster/monster.gd Normal file
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class_name Monster
extends CharacterBody3D
@export var stats: MonsterStats
var spawn_point: Vector3 = Vector3(0, 0, 0)
# DEBUG MOVEMENT
@onready var time: float = 16.0
@onready var frequency: float = 1.0
@onready var amplitude: float = 0.5
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()
frequency = randf_range(1.0, 4.0)
amplitude = randf_range(1.0, 6.0)
spawn_point = position
add_child(model_instance)
func _physics_process(delta: float) -> void:
if in_battle:
velocity = Vector3.ZERO
return
time += delta
var x_movement = sin(time * frequency) * amplitude
var z_movement = cos(time * frequency) * amplitude
velocity = Vector3(x_movement, 0, z_movement)
# if move_and_slide reports collisions
if move_and_slide():
var collision = get_slide_collision(0)
var collider = collision.get_collider()
# if the monster collided with the player...
if collider.name == "Player":
velocity = Vector3.ZERO
in_battle = true
# calculate players new position
# from the camera 3 units backwards
var camera = collider.find_child("Camera3D")
# local z axis of the camera
var local_z = camera.global_transform.basis.z
var new_player_position = camera.global_transform.origin + local_z * 3
collider.start_battle(self, new_player_position)
#rotate_toward(rotation.z, collider.rotation.z, 1.0)