player can now collect crystals and win the game
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@ -2,7 +2,4 @@ extends Spatial
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func _ready():
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func _ready():
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Collector.addCollectible(self)
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Collector.addCollectible(self)
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#TODO: handle collisions
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@ -2,19 +2,19 @@
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[ext_resource path="res://Level/Objects/Crystal.gd" type="Script" id=1]
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[ext_resource path="res://Level/Objects/Crystal.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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[sub_resource type="CapsuleShape" id=2]
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[sub_resource type="CapsuleShape" id=2]
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[sub_resource type="CapsuleMesh" id=1]
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[node name="Crystal" type="Spatial"]
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[node name="Crystal" type="Spatial"]
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transform = Transform( 1, 0, 0, 0, -4.37114e-008, -1, 0, 1, -4.37114e-008, 0, 2, 0 )
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transform = Transform( 1, 0, 0, 0, -4.37114e-008, -1, 0, 1, -4.37114e-008, 0, 2, 0 )
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="MeshInstance" type="MeshInstance" parent="."]
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[node name="CrystalBody" type="StaticBody" parent="."]
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[node name="CollisionShape" type="CollisionShape" parent="CrystalBody"]
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shape = SubResource( 2 )
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[node name="MeshInstance" type="MeshInstance" parent="CrystalBody"]
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mesh = SubResource( 1 )
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mesh = SubResource( 1 )
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material/0 = null
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material/0 = null
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[node name="StaticBody" type="StaticBody" parent="."]
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[node name="CollisionShape" type="CollisionShape" parent="StaticBody"]
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shape = SubResource( 2 )
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@ -2,10 +2,9 @@ extends KinematicBody
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# export variables
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# export variables
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export(NodePath) var body_nodepath
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export(NodePath) var body_nodepath
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#export(NodePath) var lookingAt_nodepath
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export(NodePath) var camera_nodepath
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export(NodePath) var animation_nodepath
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export(NodePath) var animation_nodepath
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export(NodePath) var ui_nodepath
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export(NodePath) var ui_nodepath
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export(NodePath) var camera_nodepath
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# const
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# const
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const GRAVITY = -24.8
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const GRAVITY = -24.8
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@ -20,7 +19,6 @@ const INTERACT_DISTANCE = 4
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# private members
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# private members
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var _body: Spatial
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var _body: Spatial
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var _camera: Camera
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var _camera: Camera
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#var _lookCast: RayCast
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var _animation: AnimationPlayer
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var _animation: AnimationPlayer
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var _interface: Control
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var _interface: Control
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var _dir = Vector3();
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var _dir = Vector3();
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@ -39,22 +37,23 @@ func _ready():
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_animation = get_node(animation_nodepath) as AnimationPlayer
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_animation = get_node(animation_nodepath) as AnimationPlayer
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assert(null != _animation)
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assert(null != _animation)
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# Setup mouse look
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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#_lookCast = get_node(lookingAt_nodepath) as RayCast
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#_lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE)
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_interface = get_node(ui_nodepath) as Control
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_interface = get_node(ui_nodepath) as Control
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assert(null != _interface)
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assert(null != _interface)
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# Setup mouse look
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta):
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func _physics_process(delta):
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_process_input()
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_process_input()
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_process_movement(delta)
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_process_movement(delta)
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_process_collision()
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func _process(_delta):
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func _process(_delta):
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_process_animations()
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_process_animations()
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func _process_input():
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func _process_input():
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# Walking
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# Walking
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var input_movement_vector = Vector2()
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var input_movement_vector = Vector2()
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@ -75,7 +74,6 @@ func _process_input():
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# jumping
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# jumping
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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Logger.info("current collection count: " + String(Collector.getCount()))
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_vel.y = JUMP_SPEED
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_vel.y = JUMP_SPEED
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# sprinting
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# sprinting
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@ -99,6 +97,20 @@ func _process_animations():
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_animation.playback_speed = _vel.length() / MOVE_SPEED
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_animation.playback_speed = _vel.length() / MOVE_SPEED
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func _process_collision():
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var collCount = get_slide_count()
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if collCount > 0:
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#Logger.debug("Collide count: ", collCount)
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for i in collCount:
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var collision = get_slide_collision(i)
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#Logger.debug("Collided with: ", collision.collider.name)
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#TODO: replace with groups
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if collision.collider.name == "CrystalBody":
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#Logger.debug("removing crystal...")
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collision.collider.queue_free()
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_interface.increaseScore()
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func _input(event):
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func _input(event):
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# capture mouse movement
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# capture mouse movement
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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@ -45,9 +45,9 @@ tracks/1/keys = {
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[node name="Player" type="KinematicBody"]
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[node name="Player" type="KinematicBody"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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body_nodepath = NodePath("Body")
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body_nodepath = NodePath("Body")
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camera_nodepath = NodePath("Camera")
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animation_nodepath = NodePath("WalkAnimationPlayer")
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animation_nodepath = NodePath("WalkAnimationPlayer")
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ui_nodepath = NodePath("HUD")
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ui_nodepath = NodePath("HUD")
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camera_nodepath = NodePath("Camera")
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[node name="Body" type="Spatial" parent="."]
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[node name="Body" type="Spatial" parent="."]
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@ -73,6 +73,7 @@ pitch_scale = 1.5
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[node name="HUD" parent="." instance=ExtResource( 4 )]
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[node name="HUD" parent="." instance=ExtResource( 4 )]
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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label_nodepath = NodePath("LabelScore")
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[node name="LabelScore" type="Label" parent="HUD"]
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[node name="LabelScore" type="Label" parent="HUD"]
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margin_left = 15.0
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margin_left = 15.0
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@ -1,13 +1,21 @@
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extends Control
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extends Control
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# Declare member variables here. Examples:
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export(NodePath) var label_nodepath
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# var a = 2
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# var b = "text"
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const SCORE = 100
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var _labelScore: Label
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var _score: int = 0
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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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func _ready():
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pass # Replace with function body.
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_labelScore = get_node(label_nodepath) as Label
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assert(null != _labelScore)
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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 increaseScore():
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# pass
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_score += SCORE
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_labelScore.text = "Score: " + String(_score)
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if (_score / SCORE == Collector.getCount()):
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Logger.info("YOU WON!")
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@ -5,6 +5,7 @@ var _collectibles: Array
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func addCollectible (coll):
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func addCollectible (coll):
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Logger.info("appending new collectible: " + String(coll.get_instance_id()))
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Logger.info("appending new collectible: " + String(coll.get_instance_id()))
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Logger.info("current collection count: " + String(Collector.getCount()))
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_collectibles.append(coll)
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_collectibles.append(coll)
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