diff --git a/BodyParts/BodyBase/BodyBase.gd b/BodyParts/BodyBase/BodyBase.gd index f48b502..691e7cd 100644 --- a/BodyParts/BodyBase/BodyBase.gd +++ b/BodyParts/BodyBase/BodyBase.gd @@ -1,14 +1,20 @@ -extends Spatial +extends RigidBody class_name BodyBase export(int) var player_id +var ingame : bool = false +var ground : Spatial +var current_angle : float -# Called when the node enters the scene tree for the first time. -func _ready(): - pass # Replace with function body. +func on_ingame(): + ground = get_parent().get_node("Arena").get_node("ground") + ingame = true + # Called every frame. 'delta' is the elapsed time since the previous frame. -#func _process(delta): -# pass +func _process(delta): + if ingame: + current_angle = translation.angle_to(ground.translation) + print(current_angle) diff --git a/BodyParts/BodyBase/BodyBase.tscn b/BodyParts/BodyBase/BodyBase.tscn index 8a6aeb7..4169730 100644 --- a/BodyParts/BodyBase/BodyBase.tscn +++ b/BodyParts/BodyBase/BodyBase.tscn @@ -11,6 +11,7 @@ height = 1.48749 [node name="Torso" type="RigidBody" groups=[ "Player", ]] +transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0, 0 ) script = ExtResource( 1 ) [node name="TorsoCollider" type="CollisionShape" parent="."] diff --git a/Controllers/GameStateController.gd b/Controllers/GameStateController.gd index fe7a455..4cd2cfe 100644 --- a/Controllers/GameStateController.gd +++ b/Controllers/GameStateController.gd @@ -9,7 +9,7 @@ var _fighting_scene var _win_screen_scene var _bodies : Array var _body_count = 0 -var _body_positions = [Vector3(-30, 3, 0), Vector3(30, 3, 0), Vector3(0, 3, -30), Vector3(0, 3, 30)] +var _body_positions = [Vector3(0, 5, -30), Vector3(0, 5, 30), Vector3(-30, 5, 0), Vector3(30, 5, 0)] func _ready(): InGameState.player_count = 2 @@ -60,8 +60,8 @@ func _switch_to_fighting(torso): _body_build_scene.remove_child(torso) torso.global_transform.origin = Vector3.ZERO - torso.translation += Vector3(0, 4, 0) - torso.rotation = Vector3.ZERO + torso.translation += _body_positions[_body_count] + torso.rotation = Vector3(90, 0, 0) _body_count += 1 if _body_count < InGameState.player_count: @@ -75,7 +75,10 @@ func _switch_to_fighting(torso): for body in _bodies: _fighting_scene.add_child(body) + body.on_ingame() + _fighting_scene.add_child(torso) + torso.on_ingame() func _switch_to_body_build():