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5 commits
e616fc4cbb
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9a0ff2dd1b
| Author | SHA1 | Date | |
|---|---|---|---|
| 9a0ff2dd1b | |||
| 42de0ed122 | |||
| e6cbaba0fa | |||
| 47aa5ac9aa | |||
| df449af0f3 |
6 changed files with 104 additions and 41 deletions
9
Shaders/SkyShader.gdshader
Normal file
9
Shaders/SkyShader.gdshader
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@ -0,0 +1,9 @@
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shader_type sky;
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uniform vec3 skyColor : source_color;
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uniform vec3 horizonColor : source_color;
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void sky() {
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float col = clamp(EYEDIR.y / 0.05, 0.0, 1.0);
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vec3 finalColor = mix(horizonColor,skyColor,col);
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COLOR = finalColor;
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}
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BIN
Textures/grass.jpg
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BIN
Textures/grass.jpg
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Binary file not shown.
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After Width: | Height: | Size: 18 KiB |
37
main.tscn
37
main.tscn
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@ -1,19 +1,39 @@
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[gd_scene load_steps=9 format=3 uid="uid://eiaw4xbs3suk"]
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[gd_scene load_steps=16 format=3 uid="uid://eiaw4xbs3suk"]
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[ext_resource type="PackedScene" uid="uid://qb8cbljxgnub" path="res://world/killbrick.tscn" id="1_h2yge"]
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[ext_resource type="PackedScene" uid="uid://qb8cbljxgnub" path="res://world/killbrick.tscn" id="1_h2yge"]
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[ext_resource type="PackedScene" uid="uid://cfceg80unq0pe" path="res://player/player.tscn" id="1_ig7tw"]
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[ext_resource type="PackedScene" uid="uid://cfceg80unq0pe" path="res://player/player.tscn" id="1_ig7tw"]
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[ext_resource type="PackedScene" uid="uid://bcmrj6qkemrll" path="res://world/radiohead_cube.tscn" id="2_0xm2m"]
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[ext_resource type="PackedScene" uid="uid://bcmrj6qkemrll" path="res://world/radiohead_cube.tscn" id="2_0xm2m"]
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[ext_resource type="Texture2D" uid="uid://dbapbvmrdkqht" path="res://Textures/grass.jpg" id="2_7mycd"]
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[ext_resource type="PackedScene" uid="uid://of6tq8gpjxtu" path="res://gears/gear_pickup.tscn" id="3_lquwl"]
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[ext_resource type="PackedScene" uid="uid://of6tq8gpjxtu" path="res://gears/gear_pickup.tscn" id="3_lquwl"]
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[ext_resource type="PackedScene" uid="uid://bafl8q0r61xrg" path="res://gears/gear.tscn" id="4_7mycd"]
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[ext_resource type="PackedScene" uid="uid://bafl8q0r61xrg" path="res://gears/gear.tscn" id="4_7mycd"]
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[ext_resource type="Shader" uid="uid://c1fjj72syvy7l" path="res://Shaders/SkyShader.gdshader" id="7_272bh"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_7dm0k"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_7dm0k"]
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size = Vector3(100, 2, 100)
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size = Vector3(1000, 2, 1000)
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[sub_resource type="BoxMesh" id="BoxMesh_ig7tw"]
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[sub_resource type="BoxMesh" id="BoxMesh_ig7tw"]
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size = Vector3(100, 2, 100)
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size = Vector3(1000, 2, 1000)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ig7tw"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_272bh"]
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albedo_color = Color(0.49454, 0.79, 0.4424, 1)
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albedo_texture = ExtResource("2_7mycd")
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uv1_scale = Vector3(300, 300, 300)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_272bh"]
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shader = ExtResource("7_272bh")
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shader_parameter/skyColor = Color(0.4991548, 0.59654385, 0.98058206, 1)
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shader_parameter/horizonColor = Color(0.64705884, 0.6901961, 0.8509804, 1)
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[sub_resource type="Sky" id="Sky_7mycd"]
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sky_material = SubResource("ShaderMaterial_272bh")
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[sub_resource type="Environment" id="Environment_7mycd"]
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background_mode = 2
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sky = SubResource("Sky_7mycd")
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sky_rotation = Vector3(6.2831855, 0, 0)
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[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_272bh"]
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[sub_resource type="Compositor" id="Compositor_5vw27"]
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[node name="Main" type="Node3D"]
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[node name="Main" type="Node3D"]
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@ -26,7 +46,7 @@ shape = SubResource("BoxShape3D_7dm0k")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Baseplate"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Baseplate"]
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mesh = SubResource("BoxMesh_ig7tw")
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mesh = SubResource("BoxMesh_ig7tw")
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surface_material_override/0 = SubResource("StandardMaterial3D_ig7tw")
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surface_material_override/0 = SubResource("StandardMaterial3D_272bh")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.7071068, -0.49999994, 0.49999994, 0, 0.7071067, 0.7071067, -0.7071068, -0.49999994, 0.49999994, 50, 50, 50)
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transform = Transform3D(0.7071068, -0.49999994, 0.49999994, 0, 0.7071067, 0.7071067, -0.7071068, -0.49999994, 0.49999994, 50, 50, 50)
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@ -52,3 +72,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 2, -21)
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[node name="Gear" parent="GearPickup" instance=ExtResource("4_7mycd")]
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[node name="Gear" parent="GearPickup" instance=ExtResource("4_7mycd")]
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transform = Transform3D(1, 0, 0, 0, -0.012967386, 0.9999159, 0, -0.9999159, -0.012967386, 0, 0.5, 0)
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transform = Transform3D(1, 0, 0, 0, -0.012967386, 0.9999159, 0, -0.9999159, -0.012967386, 0, 0.5, 0)
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_7mycd")
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camera_attributes = SubResource("CameraAttributesPractical_272bh")
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compositor = SubResource("Compositor_5vw27")
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@ -10,37 +10,57 @@ const gear_slots = ["1", "2", "3"]
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var starting_gear = preload("res://gears/ball.tscn")
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var starting_gear = preload("res://gears/ball.tscn")
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var health = 100
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var suspended = false
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var suspended = false
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var direction = Vector3.ZERO
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var direction = Vector3.ZERO
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var target_velocity = Vector3.ZERO
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var target_velocity = Vector3.ZERO
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var _health = 100
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# Player UI
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func resize_ui():
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func resize_ui():
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var bpui_h = 200
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var hud_h = 200
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var size = get_viewport().get_visible_rect().size
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var size = get_viewport().get_visible_rect().size
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$Message.size.x = size.x
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$Message.size.x = size.x
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$BackpackUI.size.x = size.x
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$HUD.size.x = size.x
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$BackpackUI.size.y = bpui_h
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$HUD.size.y = hud_h
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$BackpackUI.position.x = 0
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$HUD.position.x = 0
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$BackpackUI.position.y = size.y - bpui_h
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$HUD.position.y = size.y - hud_h
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func make_backpack_ui():
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func make_hud():
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var text = "Holding " + $Pivot/Container/Gear.gear_name()
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var text = ""
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for node in $Backpack.get_children():
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for node in $Backpack.get_children():
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if not node is Gear:
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if not node is Gear:
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continue
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continue
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text += "\n%s (%s)" % [node.gear_name(), node.name]
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text += "%s (%s)\n" % [node.gear_name(), node.name]
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$BackpackUI.text = text
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text += "Holding " + $Pivot/Container/Gear.gear_name() + "\n"
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text += str(health()) + " hp"
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$HUD.text = text
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func message(string):
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func message(string):
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$Message.text = string
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$Message.text = string
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$Message.visible = true
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$Message.visible = true
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$Message/VanishTimer.start()
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$Message/VanishTimer.start()
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# State functions
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func harm(hp):
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assert(hp >= 0)
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_health -= hp
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make_hud()
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func heal(hp):
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assert(hp >= 0)
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_health += hp
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make_hud()
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func health():
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return _health
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func die():
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func die():
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suspended = true
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suspended = true
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visible = false
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visible = false
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$BackpackUI.visible = false
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$HUD.visible = false
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# strip gears
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# strip gears
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for gear in $Backpack.get_children():
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for gear in $Backpack.get_children():
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@ -53,7 +73,7 @@ func die():
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func respawn():
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func respawn():
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position = Vector3(spawn)
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position = Vector3(spawn)
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$CameraGimbal.reset()
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$CameraGimbal.reset()
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health = 100
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_health = 100
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visible = true
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visible = true
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suspended = false
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suspended = false
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@ -61,8 +81,8 @@ func respawn():
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var gear = starting_gear.instantiate()
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var gear = starting_gear.instantiate()
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$Pivot/Container.add_child(gear)
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$Pivot/Container.add_child(gear)
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make_backpack_ui()
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make_hud()
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$BackpackUI.visible = true
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$HUD.visible = true
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# Backpack functions
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# Backpack functions
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@ -87,7 +107,7 @@ func use_backpack_slot(n):
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old.reparent($Backpack, false)
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old.reparent($Backpack, false)
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get_node(gear_node).reparent($Pivot/Container, false)
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get_node(gear_node).reparent($Pivot/Container, false)
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get_node("Pivot/Container/" + n).name = "Gear"
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get_node("Pivot/Container/" + n).name = "Gear"
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make_backpack_ui()
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make_hud()
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return
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return
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# couldn't find a free slot, so replace
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# couldn't find a free slot, so replace
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# the new slot with the current gear
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# the new slot with the current gear
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@ -95,7 +115,7 @@ func use_backpack_slot(n):
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old.reparent($Backpack, false)
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old.reparent($Backpack, false)
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old.name = n
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old.name = n
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get_node("Pivot/Container/" + n).name = "Gear"
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get_node("Pivot/Container/" + n).name = "Gear"
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make_backpack_ui()
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make_hud()
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return
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return
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func equip(gear: Gear):
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func equip(gear: Gear):
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@ -120,14 +140,14 @@ func equip(gear: Gear):
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new_gear = gear.duplicate()
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new_gear = gear.duplicate()
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new_gear.name = "Gear"
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new_gear.name = "Gear"
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$Pivot/Container.add_child(new_gear)
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$Pivot/Container.add_child(new_gear)
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make_backpack_ui()
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make_hud()
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message("You picked up a " + gear_name + "!")
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message("You picked up a " + gear_name + "!")
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return true
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return true
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# if no slots are free
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# if no slots are free
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message("Backpack full")
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message("Backpack full")
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return false
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return false
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# Player movement and engine callbacks
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# Player mechanics
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func move_player(x, z):
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func move_player(x, z):
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var camera_basis = $CameraGimbal.get_global_transform().basis
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var camera_basis = $CameraGimbal.get_global_transform().basis
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@ -148,19 +168,7 @@ func move_player(x, z):
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if x != 0:
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if x != 0:
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direction += camera_basis.x * x
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direction += camera_basis.x * x
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func _ready():
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func do_backpack_keys():
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get_viewport().size_changed.connect(resize_ui)
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resize_ui()
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respawn()
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func _physics_process(delta):
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if suspended:
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return
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if health < 1 or position.y <= -1000:
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die()
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# UI and backpack keys
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if Input.is_action_just_pressed("backpack_1"):
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if Input.is_action_just_pressed("backpack_1"):
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use_backpack_slot("1")
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use_backpack_slot("1")
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if Input.is_action_just_pressed("backpack_2"):
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if Input.is_action_just_pressed("backpack_2"):
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@ -168,7 +176,7 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("backpack_3"):
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if Input.is_action_just_pressed("backpack_3"):
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use_backpack_slot("3")
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use_backpack_slot("3")
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# Movement keys
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func do_movement(delta):
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var mx = 0
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var mx = 0
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var mz = 0
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var mz = 0
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@ -196,7 +204,7 @@ func _physics_process(delta):
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move_and_slide()
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move_and_slide()
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# Gear uses
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func do_gears():
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var gear = $Pivot/Container/Gear
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var gear = $Pivot/Container/Gear
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assert(gear is Gear)
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assert(gear is Gear)
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if gear.continuous():
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if gear.continuous():
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@ -206,6 +214,27 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("gear_use"):
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if Input.is_action_just_pressed("gear_use"):
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gear.use(self)
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gear.use(self)
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# Engine callbacks
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func _ready():
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get_viewport().size_changed.connect(resize_ui)
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resize_ui()
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respawn()
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func _physics_process(delta):
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if health() < 1 or position.y <= -1000:
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die()
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if suspended:
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return
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# Backpack keys
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do_backpack_keys()
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# Movement
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do_movement(delta)
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# Use gears
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do_gears()
|
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|
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# Signals
|
# Signals
|
||||||
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|
||||||
func _on_vanish_timer_timeout():
|
func _on_vanish_timer_timeout():
|
||||||
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|
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|
@ -93,7 +93,7 @@ vertical_alignment = 1
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wait_time = 4.0
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wait_time = 4.0
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one_shot = true
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one_shot = true
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[node name="BackpackUI" type="Label" parent="."]
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[node name="HUD" type="Label" parent="."]
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offset_right = 200.0
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offset_right = 200.0
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offset_bottom = 200.0
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offset_bottom = 200.0
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text = "Pictures of you"
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text = "Pictures of you"
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@ -2,4 +2,4 @@ extends Area3D
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func _on_body_entered(body: Node3D):
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func _on_body_entered(body: Node3D):
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if body is Player:
|
if body is Player:
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body.health = 0
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body.die()
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue