Merge branch 'master' of https://gitlab.hexaquo.at/ggjg20/bodypartfighter
This commit is contained in:
commit
7e7cffab61
@ -1,32 +1,48 @@
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extends Spatial
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const ROT_MOD = 10
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const ROT_MOD = 500
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const ROT_DECLINE = 0.1
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var _viewRot = false
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var _prev_mouse_pos
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var _velx = 0
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var _vely = 0
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var _torso : RigidBody
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# Called when the node enters the scene tree for the first time.
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func _ready():
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PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 0)
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_torso = get_node("Torso")
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func _physics_process(delta):
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func _process(delta):
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if _viewRot:
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var mouse_pos = get_viewport().get_mouse_position()
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var x_dif = mouse_pos.x - _prev_mouse_pos.x
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var y_dif = mouse_pos.y - _prev_mouse_pos.y
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print (x_dif)
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print (y_dif)
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rotate_x(x_dif * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().y)
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rotate_y(y_dif * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().y)
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_velx = (mouse_pos.x - _prev_mouse_pos.x) * delta
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_vely = (mouse_pos.y - _prev_mouse_pos.y) * delta
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_prev_mouse_pos = mouse_pos
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if not(_velx < 0.001 and _velx > -0.001) or not(_vely < 0.001 and _vely > -0.001) or _viewRot:
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_torso.rotate_x(_vely * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().x)
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_torso.rotate_y(_velx * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().y)
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var decline = (1 - ROT_DECLINE * (delta*100))
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if decline > 1:
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decline = 1
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elif decline < 0:
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decline = 0
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_velx *= decline
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_vely *= decline
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func _physics_process(delta):
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pass
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# Get the camera
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#var camera = get_node("GUI/HBoxC/ViewportContainer/Viewport/Camera")
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@ -1,9 +1,7 @@
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extends "res://Ingame/BodyParts/PushingBodyPart.gd"
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extends PushingBodyPart
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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onready var anim = get_node("Mesh/AnimationPlayer")
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# Called when the node enters the scene tree for the first time.
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@ -11,6 +9,14 @@ func _ready() -> void:
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pass # Replace with function body.
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func action():
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anim.play("ArmatureAction001")
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func push(body):
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# TODO: Hardcoded values - maybe try to generalize
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base.apply_impulse(transform.basis.xform(Vector3(0.0, 0.0, -3.0)), base.transform.basis.y * 10.0)
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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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@ -2,30 +2,7 @@
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[ext_resource path="res://Ingame/BodyParts/PushingBodyPart.tscn" type="PackedScene" id=1]
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[ext_resource path="res://3D Input/untitled.glb" type="PackedScene" id=2]
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[sub_resource type="GDScript" id=1]
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script/source = "extends PushingBodyPart
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onready var anim = get_node(\"Mesh/AnimationPlayer\")
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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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pass # Replace with function body.
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func action():
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anim.play(\"ArmatureAction001\")
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func push(body):
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base.apply_impulse(touch_area.transform.origin, base.transform.basis.y * 6.0)
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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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"
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[ext_resource path="res://Ingame/BodyParts/Arm.gd" type="Script" id=3]
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[sub_resource type="SphereShape" id=4]
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@ -33,7 +10,7 @@ func push(body):
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radius = 0.591769
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[node name="Arm" instance=ExtResource( 1 )]
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script = SubResource( 1 )
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script = ExtResource( 3 )
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[node name="PartCollider" parent="." index="0"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -8 )
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@ -41,6 +18,9 @@ shape = SubResource( 4 )
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[node name="Mesh" parent="." index="1" instance=ExtResource( 2 )]
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[node name="Skeleton" parent="Mesh/Armature" index="0"]
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bones/2/bound_children = [ NodePath("BoneAttachment") ]
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[node name="BoneAttachment" type="BoneAttachment" parent="Mesh/Armature/Skeleton" index="1"]
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transform = Transform( 1, -1.98247e-23, -2.98292e-24, 6.50669e-24, -9.49949e-08, 1, -2.07684e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -5.05441 )
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bone_name = "bone_2"
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