adds collision to spawned monsters, moves player position 3 units back

This commit is contained in:
Luca 2024-09-19 20:48:54 +02:00
parent f025f89401
commit e8f06e7b99
12 changed files with 251 additions and 121 deletions

View file

@ -1,12 +1,19 @@
extends Node
# SIGNALS
signal inventory_changed
# The players current monsters in the inventory are saved here
var monsters: Array
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("Hello from Inventory")
pass # Replace with function body.
setup_new_inventory()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func setup_new_inventory() -> void:
var stats = MonsterStats.new()
stats.manual_init()
monsters.append(stats)
# debug timeout to wait for the debug UI
await get_tree().create_timer(1.0).timeout
inventory_changed.emit()

View file

@ -0,0 +1,5 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://ctul3e67rcq23"]
[resource]
transparency = 1
albedo_color = Color(1, 0.435294, 0.356863, 0.392157)

View file

@ -14,7 +14,11 @@ config/name="monsterfangen"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "Mobile")
boot_splash/image="res://assets/logo/logo.png"
config/icon="res://icon.svg"
config/icon="res://assets/logo/logo.png"
[autoload]
Inventory="*res://globals/inventory.gd"
[display]

View file

@ -3,11 +3,26 @@ extends Resource
@export var thumbnail: CompressedTexture2D = preload("res://assets/logo/logo.png")
@export var name: String = "MISSINGNO"
@export var health: int = 100
@export var attack_value: int = 10
@export var defense_value: int = 10
@export var speed_value: int = 10
var spitzname: String = ""
@export var level: int = 1
@export var base_health: int = 100
@export var base_attack: int = 10
@export var base_defense: int = 10
@export var base_speed: int = 10
@export var model: PackedScene
var health: int
var max_health: int
var attack: int
var defense: int
var speed: int
func _init() -> void:
pass
max_health = base_health + 1.05 * level
health = max_health
attack = base_attack
defense = base_defense
speed = base_speed
func manual_init() -> void:
print("TODO: Manual init")

View file

@ -1,9 +1,17 @@
[gd_scene load_steps=15 format=3 uid="uid://p8agd0dfam0p"]
[gd_scene load_steps=11 format=3 uid="uid://p8agd0dfam0p"]
[ext_resource type="PackedScene" uid="uid://be5bc5gjbo875" path="res://scenes/player.tscn" id="1_ra6oo"]
[ext_resource type="PackedScene" uid="uid://tyjgdu65yj3m" path="res://assets/models/round_bat/round_bat_skin.tscn" id="2_lks2w"]
[ext_resource type="PackedScene" uid="uid://dawpmu4vvv3rs" path="res://scenes/monster_spawnpoint.tscn" id="3_esgto"]
[ext_resource type="PackedScene" uid="uid://cytaswycabcel" path="res://scenes/monster.tscn" id="4_bpsqy"]
[ext_resource type="Script" path="res://resources/monster_stats.gd" id="3_iktqp"]
[ext_resource type="Resource" uid="uid://ym438vedcdyl" path="res://resources/DebugMonster1.tres" id="4_3y7gi"]
[sub_resource type="PlaneMesh" id="PlaneMesh_wak6a"]
size = Vector2(1000, 1000)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8wti1"]
albedo_color = Color(0.157906, 0.300646, 0.191269, 1)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_m4bnl"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_g80j5"]
sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
@ -18,28 +26,23 @@ sky = SubResource("Sky_wlahx")
tonemap_mode = 2
glow_enabled = true
[sub_resource type="PlaneMesh" id="PlaneMesh_wak6a"]
size = Vector2(1000, 1000)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8wti1"]
albedo_color = Color(0.157906, 0.300646, 0.191269, 1)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_m4bnl"]
[sub_resource type="BoxMesh" id="BoxMesh_5i27t"]
size = Vector3(2, 2, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_xmo7q"]
size = Vector3(2, 2, 2)
[sub_resource type="BoxMesh" id="BoxMesh_h1buf"]
size = Vector3(2, 5, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_522pk"]
size = Vector3(2, 5, 2)
[node name="DebugLevel" type="Node3D"]
[node name="Player" parent="." instance=ExtResource("1_ra6oo")]
[node name="Floor" type="StaticBody3D" parent="."]
metadata/_edit_lock_ = true
[node name="FloorMesh" type="MeshInstance3D" parent="Floor"]
mesh = SubResource("PlaneMesh_wak6a")
skeleton = NodePath("../..")
surface_material_override/0 = SubResource("StandardMaterial3D_8wti1")
metadata/_edit_lock_ = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor"]
shape = SubResource("WorldBoundaryShape3D_m4bnl")
metadata/_edit_lock_ = true
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.224144, 0.474445, -0.851271, 0.12941, 0.851271, 0.508518, 0.965926, -0.224144, 0.129409, 0, 0, 0)
shadow_enabled = true
@ -47,45 +50,8 @@ shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_rwve8")
[node name="Floor" type="StaticBody3D" parent="."]
[node name="FloorMesh" type="MeshInstance3D" parent="Floor"]
mesh = SubResource("PlaneMesh_wak6a")
skeleton = NodePath("../..")
surface_material_override/0 = SubResource("StandardMaterial3D_8wti1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor"]
shape = SubResource("WorldBoundaryShape3D_m4bnl")
[node name="Player" parent="." instance=ExtResource("1_ra6oo")]
[node name="DebugCube" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -10)
[node name="CubeMesh" type="MeshInstance3D" parent="DebugCube"]
mesh = SubResource("BoxMesh_5i27t")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="DebugCube"]
shape = SubResource("BoxShape3D_xmo7q")
[node name="DebugCube2" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.03764, 1, -10)
[node name="CubeMesh" type="MeshInstance3D" parent="DebugCube2"]
mesh = SubResource("BoxMesh_h1buf")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="DebugCube2"]
shape = SubResource("BoxShape3D_522pk")
[node name="Monster" type="Node3D" parent="."]
transform = Transform3D(0.886107, 0, 0.463482, 0, 1, 0, -0.463482, 0, 0.886107, -2, 0, -4)
[node name="RoundBatSkin" parent="Monster" instance=ExtResource("2_lks2w")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
script = null
[node name="MonsterSpawnpoint" parent="." instance=ExtResource("3_esgto")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, -10)
spawnable_monsters = Array[PackedScene]([ExtResource("4_bpsqy")])
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -12)
spawnable_monsters = Array[ExtResource("3_iktqp")]([ExtResource("4_3y7gi")])
ignore_visibility = true
max_monsters = 1

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=8 format=3 uid="uid://cswuap81n7t3f"]
[gd_scene load_steps=9 format=3 uid="uid://cswuap81n7t3f"]
[ext_resource type="Texture2D" uid="uid://b6ylra30qxf30" path="res://assets/logo/logo.png" id="1_fpt28"]
[ext_resource type="PackedScene" uid="uid://p8agd0dfam0p" path="res://scenes/debug_level.tscn" id="1_j851n"]
[ext_resource type="Script" path="res://scripts/inventory.gd" id="2_0mkyf"]
[ext_resource type="FontFile" uid="uid://dmc6dygxrekja" path="res://assets/fonts/BreatheFireIii-PKLOB.ttf" id="2_vjast"]
[ext_resource type="Script" path="res://scripts/joystick.gd" id="4_6b5cb"]
[ext_resource type="Texture2D" uid="uid://8anyvhkcy4ng" path="res://assets/textures/Xbox Series/Vector/xbox_button_a.svg" id="5_pwhwh"]
@ -16,9 +17,50 @@
[node name="DebugLevel" parent="CurrentLevel" instance=ExtResource("1_j851n")]
[node name="CanvasLayer" type="CanvasLayer" parent="."]
visible = false
[node name="Inventory" type="Control" parent="CanvasLayer"]
layout_mode = 3
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
script = ExtResource("2_0mkyf")
[node name="MonsterList" type="VBoxContainer" parent="CanvasLayer/Inventory"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -137.0
offset_bottom = 40.0
grow_horizontal = 0
theme_override_constants/separation = 10
[node name="Monster1" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 1: empty"
[node name="Monster2" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 2: empty"
[node name="Monster3" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 3: empty"
[node name="Monster4" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 4: empty"
[node name="Monster5" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 5: empty"
[node name="Monster6" type="Label" parent="CanvasLayer/Inventory/MonsterList"]
layout_mode = 2
text = "Monster 6: empty"
[node name="MainMenu" type="Control" parent="CanvasLayer"]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0

View file

@ -1,8 +1,22 @@
[gd_scene load_steps=3 format=3 uid="uid://cytaswycabcel"]
[gd_scene load_steps=5 format=3 uid="uid://cytaswycabcel"]
[ext_resource type="Script" path="res://scripts/monster.gd" id="1_13xtk"]
[ext_resource type="Resource" uid="uid://ym438vedcdyl" path="res://resources/DebugMonster1.tres" id="2_rjclr"]
[ext_resource type="Material" uid="uid://ctul3e67rcq23" path="res://materials/CollisionDebugMaterial.tres" id="3_k6auu"]
[node name="Monster" type="Node3D"]
[sub_resource type="SphereShape3D" id="SphereShape3D_tjvna"]
radius = 0.4
[sub_resource type="SphereMesh" id="SphereMesh_aou7a"]
radius = 0.4
height = 0.8
[node name="Monster" type="CharacterBody3D"]
script = ExtResource("1_13xtk")
monster_stats = ExtResource("2_rjclr")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_tjvna")
[node name="CollisionVisualizer" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_aou7a")
skeleton = NodePath("")
surface_material_override/0 = ExtResource("3_k6auu")

View file

@ -1,8 +1,6 @@
[gd_scene load_steps=6 format=3 uid="uid://dawpmu4vvv3rs"]
[gd_scene load_steps=4 format=3 uid="uid://dawpmu4vvv3rs"]
[ext_resource type="Script" path="res://scripts/monster_spawnpoint.gd" id="1_eyon3"]
[ext_resource type="Script" path="res://resources/monster_stats.gd" id="2_u38vv"]
[ext_resource type="Resource" uid="uid://ym438vedcdyl" path="res://resources/DebugMonster1.tres" id="3_4axng"]
[sub_resource type="SphereMesh" id="SphereMesh_phb77"]
radius = 0.4
@ -16,10 +14,17 @@ roughness = 0.25
[node name="MonsterSpawnpoint" type="Node3D"]
script = ExtResource("1_eyon3")
spawnable_monsters = Array[ExtResource("2_u38vv")]([ExtResource("3_4axng")])
[node name="Diamond" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
mesh = SubResource("SphereMesh_phb77")
surface_material_override/0 = SubResource("StandardMaterial3D_kvc2a")
[node name="VisibleOnScreenNotifier3D" type="VisibleOnScreenNotifier3D" parent="."]
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)
billboard = 1
text = "0 / 5"
font_size = 64

13
scripts/inventory.gd Normal file
View file

@ -0,0 +1,13 @@
extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Inventory.connect("inventory_changed", update_inventory)
pass # Replace with function body.
func update_inventory() -> void:
var m = Inventory.monsters[0]
var string = "%s Lvl %s, %s/%s" % [m.name, m.level, m.health, m.max_health]
$MonsterList/Monster1.text = string
print("Updating inventory")

View file

@ -1,13 +1,53 @@
class_name Monster
extends Node3D
extends CharacterBody3D
@export var monster_stats: MonsterStats
@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 = monster_stats.model.instantiate()
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)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
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
print(camera.global_transform.origin, new_player_position)
collider.start_battle(new_player_position)

View file

@ -1,32 +1,40 @@
class_name MonsterSpawnpoint
extends Node3D
# a spawnpoint that can spawn monsters around the center point
# with a given distance
@onready var monster_tscn = preload("res://scenes/monster.tscn")
# a spawnpoint that can spawn monsters
# monsters are only spawned, if the player is not looking
@onready var spawn_timer: Timer = Timer.new()
# list that holds all spawnable monsters
@export var spawnable_monsters: Array[PackedScene]
@export var spawnable_monsters: Array[MonsterStats]
# 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
@export var max_monsters: int = 5
# the maximum distance a monster can spawn around the spawnpoint
@export var max_distance_spawn: float = 10.0
# 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
@export var max_lifetime: float = 60.0 # seconds
# only spawn a monster every x seconds
@export var spawn_cooldown: float = 3.0 # seconds
@onready var spawn_timer: Timer = Timer.new()
@onready var time: float = 16.0
@onready var frequency: float = 1.0
@onready var amplitude: float = 0.5
@onready var spawn_point: Vector3 = Vector3(0, 0, 0)
@onready var label: Label3D = $Label3D
# a spawnpoint should keep track of spawned entities
#var active_monsters: Array[Monster] = []
var active_monsters: Array[Monster] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -36,30 +44,39 @@ func _ready() -> void:
add_child(spawn_timer)
spawn_timer.start()
spawn_point = position
func spawn() -> void:
if $VisibleOnScreenNotifier3D.is_on_screen():
if len(active_monsters) >= max_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.")
return
# TODO: Add a check to not spawn enemies X units near the player
# get a random position near the spawn point
var spawn_point_x = randf_range(-max_distance_spawn, max_distance_spawn)
var spawn_point_z = randf_range(-max_distance_spawn, max_distance_spawn)
# instantiate a monster .tscn scene
var monster_to_spawn = spawnable_monsters[0].instantiate()
var monster_to_spawn = monster_tscn.instantiate()
monster_to_spawn.stats = spawnable_monsters[0]
# keep track of the current monster
active_monsters.append(monster_to_spawn)
label.text = "%s / %s" % [len(active_monsters), max_monsters]
# calculate the position of the monster and add the offset of the spawnpoint itself
var monster_position = Vector3(spawn_point_x, 0.2, spawn_point_z)
monster_to_spawn.position = monster_position + position
var monster_position = Vector3(position.x, position.y + 1, position.z)
monster_to_spawn.position = monster_position
var debug_level_node = get_node("/root/Main/CurrentLevel/DebugLevel")
var debug_level_node = get_parent_node_3d()
debug_level_node.add_child(monster_to_spawn)
print("spawning mob")
print("Spawning Mob \"%s\"" % monster_to_spawn.stats.name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var time = Time.get_ticks_msec()
$Diamond.rotation.y = sin(time / 800.0) * 2
$Diamond.position.y = 1.5 + sin(time / 800.0) * 0.3
time += delta
var diamond_rotation: float = sin(time * frequency) * amplitude
var diamond_height: float = sin(time * frequency) * amplitude
$Diamond.rotation.y = diamond_rotation
$Diamond.position.y = 2.0 + diamond_height

View file

@ -5,13 +5,6 @@ extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _ready() -> void:
pass
func _process(delta: float) -> void:
#$CameraRoot.rotation.y += 0.005
pass
func _physics_process(delta: float) -> void:
animated_mesh.idle()
@ -62,3 +55,12 @@ func _physics_process(delta: float) -> void:
if velocity.length() < 0.01:
animated_mesh.idle()
# what happens when a battle starts?
# the player is positioned (mostly elsewhere than where he currently stands)
# ui changes
# music changes
func start_battle(player_position: Vector3) -> void:
position = Vector3(player_position.x, position.y, player_position.z)
print("düdelüdelüdelüdelü")
print("start battle")