spawner can now spawn 3d models
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ccd3ef577c
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10 changed files with 59 additions and 34 deletions
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@ -1,38 +1,40 @@
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extends Control
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var touch_start: Vector2 = Vector2(0, 0)
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var pressed: bool = false
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var previous_position: Vector2 = Vector2(0,0)
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var previous_position: Vector2 = Vector2(0, 0)
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var touch_delta: Vector2 = Vector2(0, 0)
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var current_delta: Vector2 = Vector2()
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var dampening_factor: float = 0.1 # Lower values = more dampening (0-1 range)
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var current_delta: Vector2 = Vector2(0, 0)
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var dampening_factor: float = 0.8 # Lower values = more dampening (0-1 range)
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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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current_delta = lerp(current_delta, Vector2(0, 0), dampening_factor)
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print(current_delta)
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var t = clamp(dampening_factor * delta, 0.0, 1.0) # Clamp to 0-1 range
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current_delta = lerp(current_delta, Vector2(0, 0), ease(t, -0.5)) # Use easing with lerp
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# Simulate joystick motion using the dampened delta.
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, -current_delta.x * 0.1, 0)
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# Debug: See the current delta
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#print(current_delta)
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func _on_gui_input(event: InputEvent) -> void:
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# Filter touch or drag events only.
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if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
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return
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if event is InputEventScreenTouch and pressed == false and event.is_pressed() == true:
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pressed = true
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touch_start = event.position
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#print("touch start")
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if event is InputEventScreenTouch and pressed == true and event.is_pressed() == false:
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pressed = false
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#simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
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#print("touch end")
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if event is InputEventScreenTouch:
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if event.is_pressed():
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pressed = true
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previous_position = event.position # Initialize previous position on touch start
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else:
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pressed = false
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touch_delta = Vector2(0, 0) # Reset delta on touch release
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if pressed and event is InputEventScreenDrag:
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# Calculate the delta between the current and previous touch position.
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touch_delta = event.position - previous_position
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current_delta = touch_delta #lerp(current_delta, touch_delta, 1.0 - dampening_factor)
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previous_position = event.position
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current_delta = touch_delta * 0.5 # Update current delta with the new drag value
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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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13
scripts/monster.gd
Normal file
13
scripts/monster.gd
Normal file
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@ -0,0 +1,13 @@
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class_name Monster
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extends Node3D
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@export var monster_stats: MonsterStats
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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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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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@ -8,7 +8,7 @@ extends Node3D
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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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@export var spawnable_monsters: Array[PackedScene]
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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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@ -48,17 +48,14 @@ func spawn() -> void:
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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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var monster_to_spawn = spawnable_monsters[0].instantiate()
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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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monster_to_spawn.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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debug_level_node.add_child(monster_to_spawn)
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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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