Merge branch 'master' of https://gitlab.hexaquo.at/ggjg20/bodypartfighter
This commit is contained in:
commit
c470d84e2a
@ -1,14 +1,20 @@
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extends Spatial
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extends RigidBody
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class_name BodyBase
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class_name BodyBase
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export(int) var player_id
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export(int) var player_id
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var ingame : bool = false
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var ground : Spatial
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var current_angle : float
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# Called when the node enters the scene tree for the first time.
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func on_ingame():
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func _ready():
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ground = get_parent().get_node("Arena").get_node("ground")
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pass # Replace with function body.
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ingame = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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func _process(delta):
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# pass
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if ingame:
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current_angle = translation.angle_to(ground.translation)
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print(current_angle)
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@ -11,6 +11,7 @@ height = 1.48749
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[node name="Torso" type="RigidBody" groups=[
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[node name="Torso" type="RigidBody" groups=[
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"Player",
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"Player",
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]]
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]]
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transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0, 0 )
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="TorsoCollider" type="CollisionShape" parent="."]
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[node name="TorsoCollider" type="CollisionShape" parent="."]
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@ -61,7 +61,7 @@ func _switch_to_fighting(torso):
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torso.global_transform.origin = Vector3.ZERO
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torso.global_transform.origin = Vector3.ZERO
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torso.translation += _body_positions[_body_count]
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torso.translation += _body_positions[_body_count]
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torso.rotation = Vector3.ZERO
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torso.rotation = Vector3(90, 0, 0)
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_body_count += 1
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_body_count += 1
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if _body_count < InGameState.player_count:
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if _body_count < InGameState.player_count:
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@ -75,7 +75,10 @@ func _switch_to_fighting(torso):
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for body in _bodies:
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for body in _bodies:
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_fighting_scene.add_child(body)
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_fighting_scene.add_child(body)
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body.on_ingame()
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_fighting_scene.add_child(torso)
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_fighting_scene.add_child(torso)
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torso.on_ingame()
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func _switch_to_body_build():
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func _switch_to_body_build():
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