Kabuto and isolated TPSController

This commit is contained in:
Amazed 2021-10-15 23:42:06 +02:00
parent feb2bcc410
commit e97384825c
54 changed files with 62299 additions and 79 deletions

281
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@ -0,0 +1,56 @@
[gd_scene load_steps=11 format=2]
[ext_resource path="res://characters/latest_kabuto/kabuto.gltf" type="PackedScene" id=1]
[sub_resource type="AnimationNodeAnimation" id=1]
animation = "mutant punch-loop"
[sub_resource type="AnimationNodeBlend2" id=2]
filter_enabled = true
filters = [ "Armature/Skeleton:Head", "Armature/Skeleton:LeftArm", "Armature/Skeleton:LeftForeArm", "Armature/Skeleton:LeftHand", "Armature/Skeleton:LeftHandIndex1", "Armature/Skeleton:LeftHandIndex2", "Armature/Skeleton:LeftHandIndex3", "Armature/Skeleton:LeftShoulder", "Armature/Skeleton:Neck", "Armature/Skeleton:RightArm", "Armature/Skeleton:RightForeArm", "Armature/Skeleton:RightHand", "Armature/Skeleton:RightHandIndex1", "Armature/Skeleton:RightHandIndex2", "Armature/Skeleton:RightHandIndex3", "Armature/Skeleton:RightShoulder", "Armature/Skeleton:Spine", "Armature/Skeleton:Spine1", "Armature/Skeleton:Spine2" ]
[sub_resource type="AnimationNodeAnimation" id=3]
animation = "left strafe-loop"
[sub_resource type="AnimationNodeAnimation" id=4]
animation = "standard run-loop"
[sub_resource type="AnimationNodeAnimation" id=5]
animation = "right strafe-loop"
[sub_resource type="AnimationNodeAnimation" id=6]
animation = "standard run-loop"
[sub_resource type="AnimationNodeAnimation" id=7]
animation = "idle-loop"
[sub_resource type="AnimationNodeBlendSpace2D" id=8]
blend_point_0/node = SubResource( 3 )
blend_point_0/pos = Vector2( -1, 0 )
blend_point_1/node = SubResource( 4 )
blend_point_1/pos = Vector2( 0, 1 )
blend_point_2/node = SubResource( 5 )
blend_point_2/pos = Vector2( 1, 0 )
blend_point_3/node = SubResource( 6 )
blend_point_3/pos = Vector2( 0, -1 )
blend_point_4/node = SubResource( 7 )
blend_point_4/pos = Vector2( 0, 0 )
[sub_resource type="AnimationNodeBlendTree" id=9]
graph_offset = Vector2( -681.028, 65.5 )
nodes/Animation/node = SubResource( 1 )
nodes/Animation/position = Vector2( -360, 360 )
nodes/Blend2/node = SubResource( 2 )
nodes/Blend2/position = Vector2( 40, 260 )
nodes/movement/node = SubResource( 8 )
nodes/movement/position = Vector2( -340, 120 )
node_connections = [ "output", 0, "Blend2", "Blend2", 0, "movement", "Blend2", 1, "Animation" ]
[node name="kabuto" instance=ExtResource( 1 )]
[node name="AnimationTree" type="AnimationTree" parent="." index="2"]
tree_root = SubResource( 9 )
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/Blend2/blend_amount = 0.0
parameters/movement/blend_position = Vector2( 0, 0 )

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@ -40,7 +40,7 @@ blend_point_4/node = SubResource( 7 )
blend_point_4/pos = Vector2( 0, -1 ) blend_point_4/pos = Vector2( 0, -1 )
[sub_resource type="AnimationNodeBlendTree" id=9] [sub_resource type="AnimationNodeBlendTree" id=9]
graph_offset = Vector2( 0, 65.5 ) graph_offset = Vector2( 0, 131 )
"nodes/Animation 2/node" = SubResource( 1 ) "nodes/Animation 2/node" = SubResource( 1 )
"nodes/Animation 2/position" = Vector2( 20, 340 ) "nodes/Animation 2/position" = Vector2( 20, 340 )
nodes/blend_draw/node = SubResource( 2 ) nodes/blend_draw/node = SubResource( 2 )
@ -118,11 +118,11 @@ visible = false
transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0 ) transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0 )
[node name="lefthand" type="BoneAttachment" parent="Armature/Skeleton" index="1"] [node name="lefthand" type="BoneAttachment" parent="Armature/Skeleton" index="1"]
transform = Transform( 0.564253, 0.0541211, -0.823825, -0.598574, 0.714068, -0.363064, 0.568618, 0.697981, 0.435311, -1.42826, 5.04108, 1.28101 ) transform = Transform( 0.533259, 0.0320889, -0.845343, -0.614146, 0.701903, -0.360771, 0.581773, 0.711548, 0.394004, -1.5385, 5.02043, 1.17579 )
bone_name = "left_hand_index_4" bone_name = "left_hand_index_4"
[node name="righthand" type="BoneAttachment" parent="Armature/Skeleton" index="2"] [node name="righthand" type="BoneAttachment" parent="Armature/Skeleton" index="2"]
transform = Transform( -0.0680855, -0.709655, -0.70125, 0.192445, -0.699023, 0.688717, -0.978942, -0.0880606, 0.184163, 0.900404, 5.11416, -0.448968 ) transform = Transform( -0.0728095, -0.680585, -0.729042, 0.215094, -0.724495, 0.654859, -0.973875, -0.109132, 0.199139, 0.824623, 5.05023, -0.526535 )
bone_name = "right_hand_index_2" bone_name = "right_hand_index_2"
[node name="AnimationPlayer" parent="." index="9"] [node name="AnimationPlayer" parent="." index="9"]

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@ -16,6 +16,8 @@ weapon_refpt_right = NodePath("ReaperGLTF/Armature/Skeleton/righthand")
weapon_refpt_left = NodePath("ReaperGLTF/Armature/Skeleton/lefthand") weapon_refpt_left = NodePath("ReaperGLTF/Armature/Skeleton/lefthand")
water_splash_sound = ExtResource( 3 ) water_splash_sound = ExtResource( 3 )
animation_tree_path = NodePath("ReaperGLTF/AnimationTree") animation_tree_path = NodePath("ReaperGLTF/AnimationTree")
back_camera_path = NodePath("HeadPivot/SpringArm/BackCamera")
head_path = NodePath("HeadPivot")
sprint_speed = 250.0 sprint_speed = 250.0
deacceleration = 6 deacceleration = 6
air_control = 0.05 air_control = 0.05
@ -31,10 +33,10 @@ shape = SubResource( 1 )
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.611, 0 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.611, 0 )
[node name="lefthand" parent="ReaperGLTF/Armature/Skeleton" index="1"] [node name="lefthand" parent="ReaperGLTF/Armature/Skeleton" index="1"]
transform = Transform( 0.524316, 0.123817, -0.842473, -0.658921, 0.685675, -0.309309, 0.539366, 0.717299, 0.441096, -1.57618, 5.07854, 1.16485 ) transform = Transform( 0.52524, 0.121386, -0.842251, -0.658248, 0.685222, -0.311738, 0.539289, 0.718148, 0.439809, -1.57497, 5.07708, 1.16144 )
[node name="righthand" parent="ReaperGLTF/Armature/Skeleton" index="2"] [node name="righthand" parent="ReaperGLTF/Armature/Skeleton" index="2"]
transform = Transform( 0.232014, -0.551311, -0.801389, 0.0601252, -0.814167, 0.577508, -0.970851, -0.182174, -0.155751, 1.20283, 5.04613, 0.0143257 ) transform = Transform( 0.231562, -0.548807, -0.803236, 0.0602912, -0.815995, 0.574906, -0.970949, -0.181554, -0.155865, 1.19905, 5.04342, 0.0130773 )
[node name="AnimationTree" parent="ReaperGLTF" index="10"] [node name="AnimationTree" parent="ReaperGLTF" index="10"]
parameters/movement/blend_position = Vector2( 0, 0 ) parameters/movement/blend_position = Vector2( 0, 0 )
@ -44,4 +46,15 @@ root_node = NodePath("../ReaperGLTF")
playback_speed = 0.2 playback_speed = 0.2
"anims/standing run forward-loop" = ExtResource( 6 ) "anims/standing run forward-loop" = ExtResource( 6 )
[node name="HeadPivot" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8, -1 )
[node name="SpringArm" type="SpringArm" parent="HeadPivot"]
spring_length = 10.0
margin = 1.0
[node name="BackCamera" type="Camera" parent="HeadPivot/SpringArm"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.398, 11.737 )
far = 8192.0
[editable path="ReaperGLTF"] [editable path="ReaperGLTF"]

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@ -3,20 +3,40 @@
[ext_resource path="res://entities/character.gd" type="Script" id=1] [ext_resource path="res://entities/character.gd" type="Script" id=1]
[ext_resource path="res://assets/all_gbs/vp_l1.gbs.obj" type="ArrayMesh" id=2] [ext_resource path="res://assets/all_gbs/vp_l1.gbs.obj" type="ArrayMesh" id=2]
[sub_resource type="BoxShape" id=1] [sub_resource type="CapsuleShape" id=1]
extents = Vector3( 4, 10, 7 ) radius = 8.0
height = 6.0
[node name="Vimp" type="KinematicBody"] [node name="Vimp" type="KinematicBody"]
collision_layer = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
max_weapons = 0 max_weapons = 0
back_camera_path = NodePath("Spatial/SpringArm/BackCamera")
head_path = NodePath("Spatial")
sprint_speed = 50.0
air_control = 0.05
can_jump = false
gravity = 200.0
walk_speed = 20.0
[node name="MeshInstance" type="MeshInstance" parent="."] [node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0 ) transform = Transform( -1, 8.74228e-08, 3.82137e-15, 0, -4.37114e-08, 1, 8.74228e-08, 1, 4.37114e-08, 0, 0, 0 )
mesh = ExtResource( 2 ) mesh = ExtResource( 2 )
material/0 = null material/0 = null
material/1 = null material/1 = null
material/2 = null material/2 = null
[node name="CollisionShape" type="CollisionShape" parent="."] [node name="CollisionShape" type="CollisionShape" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 2 ) transform = Transform( 1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 11, 0 )
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Spatial" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 17, -7 )
[node name="SpringArm" type="SpringArm" parent="Spatial"]
spring_length = 50.0
margin = 1.0
[node name="BackCamera" type="Camera" parent="Spatial/SpringArm"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 22.846, 34.344 )
far = 8192.0

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@ -22,7 +22,6 @@ signal fired(projectile)
signal pickup_weapon signal pickup_weapon
signal jumped signal jumped
var UI: Control
export var max_weapons: int = 5 export var max_weapons: int = 5
var weapons: Array = [] var weapons: Array = []
var current_weapon: Weapon var current_weapon: Weapon
@ -33,6 +32,10 @@ export var water_splash_sound: AudioStreamSample
var animation_blend_vector = Vector2.ZERO var animation_blend_vector = Vector2.ZERO
export var animation_tree_path: NodePath export var animation_tree_path: NodePath
var animation_tree: AnimationTree var animation_tree: AnimationTree
export var back_camera_path: NodePath
onready var back_camera = get_node(back_camera_path)
export var head_path: NodePath
onready var head = get_node(head_path)
# Move # Move
@ -51,6 +54,8 @@ export var floor_max_angle := 90.0
export var gravity: float = 40.0 export var gravity: float = 40.0
export var walk_speed: float = 2.0 export var walk_speed: float = 2.0
export var ground_friction: float = 3.0 export var ground_friction: float = 3.0
export var animation_blend_speed: float = 10
var ground_snap = Vector3.DOWN
var ground_type = GroundType.DIRT var ground_type = GroundType.DIRT
@ -166,36 +171,30 @@ func _physics_process(delta):
if not animation_tree: if not animation_tree:
return return
if not Globals.process_3d_inputs:
return
# Blend nicely between animations # Blend nicely between animations
var movement_vector = Vector2.ZERO var anim_vector = Vector2(move_axis.y, move_axis.x)
if Input.is_action_pressed("move_forward"): var res = animation_blend_vector.linear_interpolate(anim_vector, delta*animation_blend_speed)
movement_vector.y = 1
if Input.is_action_pressed("move_backward"):
movement_vector.y = -1
if Input.is_action_pressed("move_right"):
movement_vector.x = 1
if Input.is_action_pressed("move_left"):
movement_vector.x = -1
var res = animation_blend_vector.linear_interpolate(movement_vector, delta*10)
animation_tree.set("parameters/movement/blend_position", res) animation_tree.set("parameters/movement/blend_position", res)
animation_blend_vector = res animation_blend_vector = res
func _process(delta):
if Engine.editor_hint:
return
if Globals.process_3d_inputs:
move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
take_damage(0.1)
func fire_pressed(): func fire_pressed():
if current_weapon:
current_weapon.activate(Globals.target_position["position"]) current_weapon.activate(Globals.target_position["position"])
func fire_released(): func fire_released():
if current_weapon:
current_weapon.deactivate(Globals.target_position["position"]) current_weapon.deactivate(Globals.target_position["position"])
func jump():
if can_jump and is_on_floor():
velocity.y = jump_height
emit_signal("jumped")
func set_sprint(state: bool):
if can_sprint:
sprinting = state
func walk(delta: float) -> void: func walk(delta: float) -> void:
# Input # Input
var direction = Vector3() var direction = Vector3()
@ -211,15 +210,6 @@ func walk(delta: float) -> void:
direction.y = 0 direction.y = 0
direction = direction.normalized() direction = direction.normalized()
# Jump
var _snap: Vector3
if can_jump and is_on_floor():
_snap = Vector3.DOWN
if Input.is_action_just_pressed("move_jump"):
_snap = Vector3.ZERO
velocity.y = jump_height
emit_signal("jumped")
# Apply Gravity # Apply Gravity
velocity.y -= gravity * delta velocity.y -= gravity * delta
# if is_in_water: # if is_in_water:
@ -227,12 +217,11 @@ func walk(delta: float) -> void:
# Sprint # Sprint
var _speed: float var _speed: float
if Globals.process_3d_inputs and Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1: if sprinting:
# if can_sprint and move_axis.x == 1:
_speed = sprint_speed _speed = sprint_speed
sprinting = true
else: else:
_speed = walk_speed _speed = walk_speed
sprinting = false
# Acceleration and Deacceleration # Acceleration and Deacceleration
# where would the player go # where would the player go

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@ -1,28 +1,47 @@
extends Spatial extends Spatial
class_name TPSController class_name TPSController
export var character_scene: PackedScene # debug camera
var character: Character export var reaper_path: NodePath
export var vimp_path: NodePath
export var character_path: NodePath
onready var character: Character = get_node(character_path)
var head: Spatial
var cam: Camera
var default_camera_trans: Transform
var is_in_menu: bool = false var is_in_menu: bool = false
onready var cam = $Head/SpringArm/Camera
onready var default_camera_trans = cam.transform
export var FOV = 80.0 export var FOV = 80.0
export var HUD_scene: PackedScene export var HUD_scene: PackedScene
onready var HUD: Control onready var HUD: Control
onready var debug_label = $DebugText onready var debug_label: Label = $DebugText
var mouse_axis: Vector2 = Vector2.ZERO var mouse_axis: Vector2 = Vector2.ZERO
export var mouse_sensitivity = 10.0 export var mouse_sensitivity: float = 10.0
onready var head = $Head var cursor_no_enemy: Control
var cursor_enemy: Control
func set_character(c: Character):
if cam:
cam.current = false
character = c
cam = character.back_camera
default_camera_trans = cam.transform
head = character.head
cam.fov = FOV
cam.current = true
func _ready(): func _ready():
cam.fov = FOV set_character(character)
if not Engine.editor_hint: if not Engine.editor_hint:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
HUD = HUD_scene.instance() HUD = HUD_scene.instance()
add_child(HUD) add_child(HUD)
character = character_scene.instance()
add_child(character)
character.connect("health_changed", self, "update_health") character.connect("health_changed", self, "update_health")
if HUD.has_node("cursor_enemy"):
cursor_enemy = HUD.get_node("cursor_enemy")
if HUD.has_node("cursor_no_enemy"):
cursor_enemy = HUD.get_node("cursor_no_enemy")
func get_target() -> Dictionary: func get_target() -> Dictionary:
var weapon = character.current_weapon var weapon = character.current_weapon
@ -46,19 +65,20 @@ func _physics_process(delta):
Globals.target_position = target Globals.target_position = target
# cursor change # cursor change
if cursor_no_enemy and cursor_enemy:
if target["collider"] and target["collider"] is Entity: if target["collider"] and target["collider"] is Entity:
HUD.get_node("cursor_no_enemy").visible = false cursor_no_enemy.visible = false
HUD.get_node("cursor_enemy").visible = true cursor_enemy.visible = true
else: else:
HUD.get_node("cursor_enemy").visible = false cursor_enemy.visible = false
HUD.get_node("cursor_no_enemy").visible = true cursor_no_enemy.visible = true
# update camera # update camera
if character.sprinting: if character.sprinting:
cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8)) cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8))
else: else:
cam.set_fov(lerp(cam.fov, FOV, delta * 8)) cam.set_fov(lerp(cam.fov, FOV, delta * 8))
head.global_transform.origin = character.global_transform.origin # head.global_transform.origin = character.global_transform.origin
func camera_rotation() -> void: func camera_rotation() -> void:
@ -73,7 +93,10 @@ func camera_rotation() -> void:
character.rotate_y(deg2rad(horizontal)) character.rotate_y(deg2rad(horizontal))
var temp_rot: Vector3 = head.rotation_degrees var temp_rot: Vector3 = head.rotation_degrees
temp_rot += Vector3(vertical, horizontal, 0) temp_rot += Vector3(vertical, 0, 0)
# temp_rot += Vector3(vertical, horizontal, 0)
# clamp vertical rotation
temp_rot.x = clamp(temp_rot.x, -75, 75) temp_rot.x = clamp(temp_rot.x, -75, 75)
head.rotation_degrees = temp_rot head.rotation_degrees = temp_rot
@ -109,6 +132,21 @@ func _input(event: InputEvent) -> void:
ingame_menu.connect("tree_exited", self, "_ingamemenu_closed") ingame_menu.connect("tree_exited", self, "_ingamemenu_closed")
Globals.process_3d_inputs = false Globals.process_3d_inputs = false
if Input.is_action_just_pressed("camera_reaper"):
set_character(get_node(reaper_path))
if Input.is_action_just_pressed("camera_vimp"):
set_character(get_node(vimp_path))
if Input.is_action_just_pressed("move_jump"):
character.jump()
if Input.is_action_just_pressed("move_sprint"):
character.set_sprint(true)
if Input.is_action_just_released("move_sprint"):
character.set_sprint(false)
func _ingamemenu_closed(): func _ingamemenu_closed():
Globals.process_3d_inputs = true Globals.process_3d_inputs = true
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
@ -118,10 +156,15 @@ func _process(_delta: float) -> void:
return return
if Globals.process_3d_inputs: if Globals.process_3d_inputs:
camera_rotation() camera_rotation()
character.move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
character.move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
update_hud() update_hud()
func update_hud() -> void: func update_hud() -> void:
# for weapon_slot in HUD.find_node("Weapon*"):
# for child in weapon_slot.get_children():
# weapon_slot.remove_child(child)
for weapon in character.weapons: for weapon in character.weapons:
var weapon_slot = character.get_weapon_slot(weapon) var weapon_slot = character.get_weapon_slot(weapon)
var hud_weapon_slot = HUD.find_node("Weapon%s" % weapon_slot) var hud_weapon_slot = HUD.find_node("Weapon%s" % weapon_slot)

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@ -9,6 +9,7 @@ script = ExtResource( 1 )
HUD_scene = ExtResource( 2 ) HUD_scene = ExtResource( 2 )
[node name="Head" type="Spatial" parent="."] [node name="Head" type="Spatial" parent="."]
visible = false
[node name="SpringArm" type="SpringArm" parent="Head"] [node name="SpringArm" type="SpringArm" parent="Head"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 5 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 5 )
@ -17,7 +18,6 @@ margin = 1.0
[node name="Camera" type="Camera" parent="Head/SpringArm"] [node name="Camera" type="Camera" parent="Head/SpringArm"]
environment = ExtResource( 3 ) environment = ExtResource( 3 )
current = true
near = 0.01 near = 0.01
far = 8192.0 far = 8192.0

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@ -139,6 +139,16 @@ move_sprint={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null) "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
] ]
} }
camera_vimp={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":233,"unicode":0,"echo":false,"script":null)
]
}
camera_reaper={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":38,"unicode":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]

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@ -1,6 +1,10 @@
extends Spatial extends Spatial
tool tool
onready var vimp = $Vimp
onready var player = $PlayerController.character
onready var nav = $Navigation
func dict_of_lowercase_filenames(path): func dict_of_lowercase_filenames(path):
var dir_files = {} var dir_files = {}
var dirpath = path var dirpath = path
@ -47,8 +51,8 @@ func _ready():
var assets_files = dict_of_lowercase_filenames("res://assets/all_gbs") var assets_files = dict_of_lowercase_filenames("res://assets/all_gbs")
var audio_files = dict_of_lowercase_filenames("res://assets/audio/Stream/Ambient") var audio_files = dict_of_lowercase_filenames("res://assets/audio/Stream/Ambient")
var ids = load_json_file("res://assets/id_to_gbs.json") var ids = load_json_file("res://assets/id_to_gbs.json")
print("Loaded %s valid objects" % len(ids)) #print("Loaded %s valid objects" % len(ids))
print("Godot found %s GBS available to load" % str(len(assets_files))) #print("Godot found %s GBS available to load" % str(len(assets_files)))
var map_objs = load_json_file("res://assets/terrains/square_one_1/w_M_3Way_Tigs - Threeway - Square One.bin.txt.json") var map_objs = load_json_file("res://assets/terrains/square_one_1/w_M_3Way_Tigs - Threeway - Square One.bin.txt.json")
#var map_origin = $MeshInstance.global_transform.origin #var map_origin = $MeshInstance.global_transform.origin
#var map_stretch = 1 #var map_stretch = 1
@ -109,5 +113,11 @@ func _ready():
audiostream.bus = "Ambiants" audiostream.bus = "Ambiants"
mesh_instance.add_child(audiostream) mesh_instance.add_child(audiostream)
func _process(_delta): func _on_Timer_timeout():
pass var path = nav.get_simple_path(vimp.global_transform.origin, player.global_transform.origin, true)
if path:
var direction = path[0] - vimp.translation
vimp.move_axis = direction.normalized()
vimp.walk(0.01)
path.remove(0)

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56
ui/empty_ui.tscn Normal file
View File

@ -0,0 +1,56 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/all_gbs/textures/st_mec_energy.tga" type="Texture" id=1]
[ext_resource path="res://assets/all_gbs/textures/st_mecc_xhair.tga" type="Texture" id=4]
[sub_resource type="Gradient" id=1]
colors = PoolColorArray( 1, 0, 0, 1, 1, 1, 1, 0.046729 )
[sub_resource type="GradientTexture" id=2]
gradient = SubResource( 1 )
width = 10
[node name="UI" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 2.0
margin_right = 2.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="hp" type="Polygon2D" parent="."]
position = Vector2( 957.76, 325.233 )
color = Color( 1, 0, 0, 1 )
offset = Vector2( -31.7015, 28.4404 )
texture = SubResource( 2 )
texture_rotation_degrees = 90.0
polygon = PoolVector2Array( 4.07648, -12.0231, 5.19122, -17.9239, 8.9613, -23.6782, 12.533, -26.3569, 15.8069, -28.0435, 20.966, -27.5475, 23.9424, -24.3727, 27.1172, -19.6105, 29.1014, -14.5507, 29.9944, -10.1853, 31.2841, -7.10971, 34.4589, -12.7648, 35.3519, -16.7333, 37.9314, -21.1979, 40.0148, -25.0672, 42.6935, -27.4483, 47.0589, -28.4404, 52.8132, -27.1506, 54.103, -25.8609, 57.8731, -20.1066, 59.7581, -14.6499, 60.9487, -7.70499, 61.3455, 2.51392, 61.2463, 12.336, 60.155, 18.5864, 48.9894, 80.8738, 39.2252, 135.995, 31.9805, 202.456, 25.051, 136.625, 13.7117, 70.7945, 2.68756, 13.468, 2.05756, -1.33612 )
[node name="healthbar" type="TextureRect" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -97.9412
margin_top = -281.782
margin_right = -33.9412
margin_bottom = -25.7818
texture = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="smallcursor" type="TextureRect" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -20.0
margin_top = -20.0
margin_right = 20.0
margin_bottom = 20.0
texture = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}