added second prototype - 3d overworld movement

This commit is contained in:
tiredbun 2023-12-12 20:56:18 +03:00
parent fd09ccfc5b
commit ccdf3827a8
10 changed files with 409 additions and 16 deletions

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extends CharacterBody2D
# Скорость хождения
@export var base_movement_speed = 300.0
func _ready():
pass
func _physics_process(_delta):
var horizontal_direction = Input.get_axis("ui_left", "ui_right")
var vertical_direction = Input.get_axis("ui_up", "ui_down")
if horizontal_direction:
velocity.x = horizontal_direction * base_movement_speed
if vertical_direction:
velocity.x = velocity.x/2
# иначе будет складываться скорость по вертикали и горизонтали
else:
velocity.x = move_toward(velocity.x, 0, base_movement_speed)
if vertical_direction:
velocity.y = vertical_direction * base_movement_speed
if horizontal_direction:
velocity.x = velocity.x/2
# иначе будет складываться скорость по вертикали и горизонтали
else:
velocity.y = move_toward(velocity.y, 0, base_movement_speed)
# Проверка, куда должен смотреть персонаж
# вертикальная анимация имеет больший приоритет
if horizontal_direction < 0 and !vertical_direction:
$PlayerSprite.animation = "left-go"
if horizontal_direction > 0 and !vertical_direction:
$PlayerSprite.animation = "right-go"
if vertical_direction < 0:
$PlayerSprite.animation = "up-go"
if vertical_direction > 0:
$PlayerSprite.animation = "down-go"
# Проверка, должна ли играть анимация
if (velocity.x == 0) and (velocity.y == 0):
$PlayerSprite.frame = 0 # поставить анимацию на первый кадр
$PlayerSprite.stop() # остановить анимацию
else:
$PlayerSprite.play() # играть анимацию
move_and_slide() # Применяет передедвижение

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extends CharacterBody3D
@export var SPEED = 3.5
@export var JUMP_VELOCITY = 4.5
@export var PlayerSprite: AnimatedSprite2D
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump. (currently removed)
#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# TODO: replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if direction.x < 0 and !direction.z:
PlayerSprite.animation = "left-go"
if direction.x > 0 and !direction.z:
PlayerSprite.animation = "right-go"
if direction.z < 0:
PlayerSprite.animation = "up-go"
if direction.z > 0:
PlayerSprite.animation = "down-go"
# Check if animation should play
if (velocity.x == 0) and (velocity.z == 0): # if not
PlayerSprite.frame = 0 # set to first animation frame
PlayerSprite.stop() # stop animation
else: # if yes
PlayerSprite.play() # play animation
move_and_slide() # apply changes to position

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extends Node3D
@export var AnimatedSprite: AnimatedSprite2D # 2d sprite
@export var Camera: Camera3D # current camera
@export var CharacterBody: Node3D # 3d object
# Called every frame. 'delta' is the elapsed time since the previous frame.
# TODO: optimize to ensure it doesn't use CPU when both camera and object is idle
func _process(_delta):
const Z_MULTIPLIER = 10 # number of z indexes that 1m will take
# set 2d sprite z index (render order) to 3d object z coordinate, multiply by Z_MULTIPLIER
AnimatedSprite.z_index = CharacterBody.global_position.z * Z_MULTIPLIER
#print_debug(AnimatedSprite.z_index)
if not Camera.is_position_behind(CharacterBody.global_position): # if not outide of camera range
AnimatedSprite.global_position = Camera.unproject_position(CharacterBody.global_position) # set sprite position to where 3d object is from camera's POV
var distance = pow(CharacterBody.global_position.distance_to(Camera.global_position),0.25) # calculate distance between camera and 3d object and smooth it out
if distance < 2:
AnimatedSprite.scale = Vector2(2,2) - Vector2(distance,distance) # the more distance the smaller is the scale of sprite
#print_debug(AnimatedSprite.scale)
else:
AnimatedSprite.scale = Vector2(0,0) # is distance big, prevent from going to negative

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