adds collision to spawned monsters, moves player position 3 units back
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12 changed files with 251 additions and 121 deletions
13
scripts/inventory.gd
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13
scripts/inventory.gd
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extends Control
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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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Inventory.connect("inventory_changed", update_inventory)
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pass # Replace with function body.
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func update_inventory() -> void:
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var m = Inventory.monsters[0]
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var string = "%s Lvl %s, %s/%s" % [m.name, m.level, m.health, m.max_health]
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$MonsterList/Monster1.text = string
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print("Updating inventory")
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@ -1,13 +1,53 @@
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class_name Monster
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extends Node3D
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extends CharacterBody3D
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@export var monster_stats: MonsterStats
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@export var stats: MonsterStats
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var spawn_point: Vector3 = Vector3(0, 0, 0)
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# DEBUG MOVEMENT
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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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var in_battle: bool = false
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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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var model_instance = monster_stats.model.instantiate()
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var model_instance = stats.model.instantiate()
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frequency = randf_range(1.0, 4.0)
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amplitude = randf_range(1.0, 6.0)
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spawn_point = position
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add_child(model_instance)
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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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func _physics_process(delta: float) -> void:
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if in_battle:
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velocity = Vector3.ZERO
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return
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time += delta
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var x_movement = sin(time * frequency) * amplitude
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var z_movement = cos(time * frequency) * amplitude
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velocity = Vector3(x_movement, 0, z_movement)
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# if move_and_slide reports collisions
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if move_and_slide():
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var collision = get_slide_collision(0)
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var collider = collision.get_collider()
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# if the monster collided with the player...
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if collider.name == "Player":
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velocity = Vector3.ZERO
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in_battle = true
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# calculate players new position
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# from the camera 3 units backwards
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var camera = collider.find_child("Camera3D")
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# local z axis of the camera
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var local_z = camera.global_transform.basis.z
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var new_player_position = camera.global_transform.origin + local_z * 3
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print(camera.global_transform.origin, new_player_position)
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collider.start_battle(new_player_position)
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@ -1,32 +1,40 @@
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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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@onready var monster_tscn = preload("res://scenes/monster.tscn")
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# a spawnpoint that can spawn monsters
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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[PackedScene]
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@export var spawnable_monsters: Array[MonsterStats]
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# ignore spawning only if visible
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@export var ignore_visibility: bool = false
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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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# only spawn a monster every x seconds
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@export var spawn_cooldown: float = 3.0 # seconds
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@onready var spawn_timer: Timer = Timer.new()
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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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@onready var spawn_point: Vector3 = Vector3(0, 0, 0)
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@onready var label: Label3D = $Label3D
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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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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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@ -35,31 +43,40 @@ func _ready() -> void:
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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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spawn_point = position
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func spawn() -> void:
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if $VisibleOnScreenNotifier3D.is_on_screen():
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if len(active_monsters) >= max_monsters:
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print("Spawnpoint reached maximum amount of monsters")
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return
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if ignore_visibility == false and $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].instantiate()
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var monster_to_spawn = monster_tscn.instantiate()
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monster_to_spawn.stats = spawnable_monsters[0]
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# keep track of the current monster
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active_monsters.append(monster_to_spawn)
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label.text = "%s / %s" % [len(active_monsters), max_monsters]
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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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monster_to_spawn.position = monster_position + position
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var monster_position = Vector3(position.x, position.y + 1, position.z)
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monster_to_spawn.position = monster_position
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var debug_level_node = get_node("/root/Main/CurrentLevel/DebugLevel")
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var debug_level_node = get_parent_node_3d()
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debug_level_node.add_child(monster_to_spawn)
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print("spawning mob")
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print("Spawning Mob \"%s\"" % monster_to_spawn.stats.name)
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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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$Diamond.position.y = 1.5 + sin(time / 800.0) * 0.3
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time += delta
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var diamond_rotation: float = sin(time * frequency) * amplitude
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var diamond_height: float = sin(time * frequency) * amplitude
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$Diamond.rotation.y = diamond_rotation
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$Diamond.position.y = 2.0 + diamond_height
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@ -4,13 +4,6 @@ extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func _ready() -> void:
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pass
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func _process(delta: float) -> void:
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#$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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@ -62,3 +55,12 @@ func _physics_process(delta: float) -> void:
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if velocity.length() < 0.01:
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animated_mesh.idle()
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# what happens when a battle starts?
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# the player is positioned (mostly elsewhere than where he currently stands)
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# ui changes
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# music changes
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func start_battle(player_position: Vector3) -> void:
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position = Vector3(player_position.x, position.y, player_position.z)
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print("düdelüdelüdelüdelü")
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print("start battle")
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