added second prototype - 3d overworld movement
This commit is contained in:
parent
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commit
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@ -3,25 +3,26 @@
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45
Prototypes/tiredbun-prototype-2/Player.gd
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45
Prototypes/tiredbun-prototype-2/Player.gd
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@ -0,0 +1,45 @@
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extends CharacterBody2D
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# Скорость хождения
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@export var base_movement_speed = 300.0
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func _ready():
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pass
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func _physics_process(_delta):
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var horizontal_direction = Input.get_axis("ui_left", "ui_right")
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var vertical_direction = Input.get_axis("ui_up", "ui_down")
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if horizontal_direction:
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velocity.x = horizontal_direction * base_movement_speed
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if vertical_direction:
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velocity.x = velocity.x/2
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# иначе будет складываться скорость по вертикали и горизонтали
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else:
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velocity.x = move_toward(velocity.x, 0, base_movement_speed)
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if vertical_direction:
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velocity.y = vertical_direction * base_movement_speed
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if horizontal_direction:
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velocity.x = velocity.x/2
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# иначе будет складываться скорость по вертикали и горизонтали
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else:
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velocity.y = move_toward(velocity.y, 0, base_movement_speed)
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# Проверка, куда должен смотреть персонаж
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# вертикальная анимация имеет больший приоритет
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if horizontal_direction < 0 and !vertical_direction:
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$PlayerSprite.animation = "left-go"
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if horizontal_direction > 0 and !vertical_direction:
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$PlayerSprite.animation = "right-go"
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if vertical_direction < 0:
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$PlayerSprite.animation = "up-go"
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if vertical_direction > 0:
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$PlayerSprite.animation = "down-go"
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# Проверка, должна ли играть анимация
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if (velocity.x == 0) and (velocity.y == 0):
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$PlayerSprite.frame = 0 # поставить анимацию на первый кадр
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$PlayerSprite.stop() # остановить анимацию
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else:
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$PlayerSprite.play() # играть анимацию
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move_and_slide() # Применяет передедвижение
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48
Prototypes/tiredbun-prototype-2/Player3D.gd
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48
Prototypes/tiredbun-prototype-2/Player3D.gd
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@ -0,0 +1,48 @@
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extends CharacterBody3D
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@export var SPEED = 3.5
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@export var JUMP_VELOCITY = 4.5
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@export var PlayerSprite: AnimatedSprite2D
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump. (currently removed)
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#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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# velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# TODO: replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if direction.x < 0 and !direction.z:
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PlayerSprite.animation = "left-go"
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if direction.x > 0 and !direction.z:
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PlayerSprite.animation = "right-go"
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if direction.z < 0:
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PlayerSprite.animation = "up-go"
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if direction.z > 0:
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PlayerSprite.animation = "down-go"
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# Check if animation should play
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if (velocity.x == 0) and (velocity.z == 0): # if not
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PlayerSprite.frame = 0 # set to first animation frame
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PlayerSprite.stop() # stop animation
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else: # if yes
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PlayerSprite.play() # play animation
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move_and_slide() # apply changes to position
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22
Prototypes/tiredbun-prototype-2/camera-test.gd
Normal file
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Prototypes/tiredbun-prototype-2/camera-test.gd
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@ -0,0 +1,22 @@
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extends Node3D
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@export var AnimatedSprite: AnimatedSprite2D # 2d sprite
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@export var Camera: Camera3D # current camera
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@export var CharacterBody: Node3D # 3d object
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# TODO: optimize to ensure it doesn't use CPU when both camera and object is idle
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func _process(_delta):
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const Z_MULTIPLIER = 10 # number of z indexes that 1m will take
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# set 2d sprite z index (render order) to 3d object z coordinate, multiply by Z_MULTIPLIER
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AnimatedSprite.z_index = CharacterBody.global_position.z * Z_MULTIPLIER
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#print_debug(AnimatedSprite.z_index)
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if not Camera.is_position_behind(CharacterBody.global_position): # if not outide of camera range
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AnimatedSprite.global_position = Camera.unproject_position(CharacterBody.global_position) # set sprite position to where 3d object is from camera's POV
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var distance = pow(CharacterBody.global_position.distance_to(Camera.global_position),0.25) # calculate distance between camera and 3d object and smooth it out
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if distance < 2:
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AnimatedSprite.scale = Vector2(2,2) - Vector2(distance,distance) # the more distance the smaller is the scale of sprite
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#print_debug(AnimatedSprite.scale)
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else:
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AnimatedSprite.scale = Vector2(0,0) # is distance big, prevent from going to negative
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albedo_texture = ExtResource("1_fbk20")
|
||||
|
||||
[sub_resource type="PlaneMesh" id="PlaneMesh_tet4n"]
|
||||
material = SubResource("StandardMaterial3D_tw6je")
|
||||
size = Vector2(10, 10)
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_3q2fk"]
|
||||
size = Vector3(10.084, 1, 9.89738)
|
||||
|
||||
[sub_resource type="Environment" id="Environment_vvato"]
|
||||
background_mode = 1
|
||||
background_color = Color(0.729412, 0.729412, 0.729412, 1)
|
||||
ambient_light_color = Color(1, 1, 1, 1)
|
||||
ambient_light_energy = 2.85
|
||||
reflected_light_source = 1
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_1tnpf"]
|
||||
radius = 0.205485
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_ep00u"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("4_lqg8o")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("5_78ws4")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"down-go",
|
||||
"speed": 5.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("6_ki7wl")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("7_c0fx0")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"left-go",
|
||||
"speed": 5.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("8_hmhe2")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("9_ugr25")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"right-go",
|
||||
"speed": 5.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("10_gmxvm")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("11_vwm5d")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"up-go",
|
||||
"speed": 5.0
|
||||
}]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_cns20"]
|
||||
size = Vector3(0.977401, 0.5, 0.16768)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_ev0qv"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("12_7gptv")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
"speed": 5.0
|
||||
}]
|
||||
|
||||
[node name="test-scene3d" type="Node3D"]
|
||||
|
||||
[node name="Floor" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("PlaneMesh_tet4n")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Floor"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor/StaticBody3D"]
|
||||
shape = SubResource("BoxShape3D_3q2fk")
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_vvato")
|
||||
|
||||
[node name="Player" type="Node3D" parent="." node_paths=PackedStringArray("AnimatedSprite", "Camera", "CharacterBody")]
|
||||
script = ExtResource("2_4b25q")
|
||||
AnimatedSprite = NodePath("CharacterBody3D/PlayerSprite")
|
||||
Camera = NodePath("CharacterBody3D/Camera3D")
|
||||
CharacterBody = NodePath("CharacterBody3D")
|
||||
|
||||
[node name="CharacterBody3D" type="CharacterBody3D" parent="Player" node_paths=PackedStringArray("PlayerSprite")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
||||
script = ExtResource("3_j7jmd")
|
||||
PlayerSprite = NodePath("PlayerSprite")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/CharacterBody3D"]
|
||||
shape = SubResource("SphereShape3D_1tnpf")
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="Player/CharacterBody3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.897405, 0.441208, 0, -0.441208, 0.897405, 0, 1.47635, 2.63733)
|
||||
|
||||
[node name="PlayerSprite" type="AnimatedSprite2D" parent="Player/CharacterBody3D"]
|
||||
position = Vector2(177, 68)
|
||||
sprite_frames = SubResource("SpriteFrames_ep00u")
|
||||
animation = &"down-go"
|
||||
|
||||
[node name="Bush" type="Node3D" parent="." node_paths=PackedStringArray("AnimatedSprite", "Camera", "CharacterBody")]
|
||||
script = ExtResource("2_4b25q")
|
||||
AnimatedSprite = NodePath("AnimatedSprite2D")
|
||||
Camera = NodePath("../Player/CharacterBody3D/Camera3D")
|
||||
CharacterBody = NodePath("StaticBody3D")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Bush"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.85931, 0, 0)
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Bush/StaticBody3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.220076)
|
||||
shape = SubResource("BoxShape3D_cns20")
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Bush"]
|
||||
position = Vector2(299, 64)
|
||||
sprite_frames = SubResource("SpriteFrames_ev0qv")
|
Loading…
Reference in New Issue
Block a user