Merge branch 'main' of https://github.com/MarcEricMartel/MAD
This commit is contained in:
commit
19b5075a3a
@ -1,10 +1,12 @@
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[gd_scene load_steps=6 format=3 uid="uid://cbs0x36e3ranm"]
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[gd_scene load_steps=8 format=3 uid="uid://cbs0x36e3ranm"]
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[ext_resource type="MeshLibrary" uid="uid://dwo1m72yajrb1" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="PackedScene" uid="uid://b5gb5paiupum" path="res://player/player.tscn" id="2_ojnju"]
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[ext_resource type="PackedScene" uid="uid://2pw0p13lcklv" path="res://buildings/kash_buildings/factory.tscn" id="3_08gdj"]
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[ext_resource type="AudioStream" uid="uid://byo1w5vecks0m" path="res://music/jazz.ogg" id="3_brvx4"]
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[ext_resource type="PackedScene" uid="uid://c2casdi4d2o3j" path="res://shaders/water_plane.tscn" id="3_ga7wg"]
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[sub_resource type="Environment" id="Environment_i4emf"]
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[sub_resource type="Environment" id="Environment_lo4sd"]
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ambient_light_source = 3
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ambient_light_color = Color(0.54902, 0.815686, 0.964706, 1)
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ssao_radius = 11.01
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@ -29,7 +31,7 @@ adjustment_brightness = 1.1
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adjustment_contrast = 1.25
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adjustment_saturation = 0.8
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[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_rja1c"]
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[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_5s8jn"]
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[node name="test_level" type="Node3D"]
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@ -44,8 +46,16 @@ data = {
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metadata/_editor_floor_ = Vector3(0, 0, 0)
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[node name="player" parent="." instance=ExtResource("2_ojnju")]
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transform = Transform3D(1, 0, 0, 0, 0.494109, 0.8694, 0, -0.8694, 0.494109, -3.70665, 40.1006, 20.9216)
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transform = Transform3D(1, 0, 0, 0, 0.388867, 0.921294, 0, -0.921294, 0.388867, -1.19974, 40.1006, 13.3341)
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attributes = null
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current = true
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fov = 37.8493
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near = 0.032
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_test_building = ExtResource("3_08gdj")
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[node name="Music" type="AudioStreamPlayer" parent="."]
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stream = ExtResource("3_brvx4")
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autoplay = true
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[node name="water_plane" parent="." instance=ExtResource("3_ga7wg")]
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transform = Transform3D(227.061, 0, -196.07, 0, 300, 0, 196.07, 0, 227.061, 0, 0.257405, 0)
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@ -58,5 +68,5 @@ light_volumetric_fog_energy = 1.74
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light_angular_distance = 5.2
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_i4emf")
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camera_attributes = SubResource("CameraAttributesPhysical_rja1c")
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environment = SubResource("Environment_lo4sd")
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camera_attributes = SubResource("CameraAttributesPhysical_5s8jn")
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@ -1,6 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://4tym1auav4yv"]
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[gd_scene load_steps=7 format=3 uid="uid://4tym1auav4yv"]
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[ext_resource type="Script" path="res://menu/start_game_menu.cs" id="1_0k2xm"]
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[ext_resource type="AudioStream" uid="uid://ckg5eypyrhidg" path="res://music/I Feel Grunge (Slow).wav" id="2_yw57x"]
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[sub_resource type="LabelSettings" id="LabelSettings_n38oc"]
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font_size = 290
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@ -143,3 +144,7 @@ offset_bottom = -461.0
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grow_horizontal = 2
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grow_vertical = 2
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horizontal_alignment = 1
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[node name="Music" type="AudioStreamPlayer" parent="."]
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stream = ExtResource("2_yw57x")
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autoplay = true
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BIN
music/I Feel Grunge (Slow).wav
Normal file
BIN
music/I Feel Grunge (Slow).wav
Normal file
Binary file not shown.
BIN
music/jazz.ogg
Normal file
BIN
music/jazz.ogg
Normal file
Binary file not shown.
228
player/player.cs
228
player/player.cs
@ -3,140 +3,140 @@ using System;
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public partial class player : Camera3D
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{
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private const string _path = "/root/player/";
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//private Camera3D _cam;
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[Export]
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private Label _con;
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[Export]
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private Label _mousePosLabel;
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[Export]
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private Label _cursorPosLabel;
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[Export]
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private RayCast3D _cursor;
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[Export]
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private Node3D _cursorPoint;
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private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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private const string _path = "/root/player/";
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//private Camera3D _cam;
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[Export]
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private Label _con;
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[Export]
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private Label _mousePosLabel;
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[Export]
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private Label _cursorPosLabel;
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[Export]
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private RayCast3D _cursor;
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[Export]
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private Node3D _cursorPoint;
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private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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[Export]
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private PackedScene _test_building;
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[Export]
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private PackedScene _test_building;
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[Export]
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private TextureProgressBar _nuke, _pr, _kash;
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[Export]
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private TextureProgressBar _nuke, _pr, _kash;
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private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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public Node3D CurrentBuilding { get; set; }
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public Node3D CurrentBuilding { get; set; }
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public override void _Ready()
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{
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//for debugging TODO: Remove
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game_manager.CurrentState = game_manager.State.Building;
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if (_test_building != null)
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{
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CurrentBuilding = _test_building.Instantiate<Node3D>();
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GD.Print(CurrentBuilding);
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public override void _Ready()
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{
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//for debugging TODO: Remove
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game_manager.CurrentState = game_manager.State.Building;
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if (_test_building != null)
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{
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CurrentBuilding = _test_building.Instantiate<Node3D>();
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GD.Print(CurrentBuilding);
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GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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}
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}
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GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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}
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}
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public override void _Process(double delta)
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{
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Vector3 rot = this.Rotation;
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bool zin = true, zout = true;
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public override void _Process(double delta)
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{
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Vector3 rot = this.Rotation;
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bool zin = true, zout = true;
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if (Input.IsActionPressed("CamNorth"))
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_mUp = true;
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if (Input.IsActionPressed("CamSouth"))
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_mDown = true;
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if (Input.IsActionPressed("CamEast"))
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_mRight = true;
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if (Input.IsActionPressed("CamWest"))
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_mLeft = true;
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if (Input.IsActionPressed("CamNorth"))
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_mUp = true;
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if (Input.IsActionPressed("CamSouth"))
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_mDown = true;
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if (Input.IsActionPressed("CamEast"))
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_mRight = true;
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if (Input.IsActionPressed("CamWest"))
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_mLeft = true;
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this.Rotation -= rot;
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if (this.Position.Y < 5)
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zin = false;
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else if (this.Position.Y > 45)
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zout = false;
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if (_mLeft && this.Position.X > -30)
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this.Translate(new Vector3((float)-delta * 10, 0, 0));
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if (_mRight && this.Position.X < 30)
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this.Translate(new Vector3((float)delta * 10, 0, 0));
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if (_mUp && this.Position.Z > -25)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_mDown && this.Position.Z < 25)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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this.Rotation += rot;
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this.Rotation -= rot;
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if (this.Position.Y < 5)
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zin = false;
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else if (this.Position.Y > 45)
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zout = false;
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if (_mLeft && this.Position.X > -30)
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this.Translate(new Vector3((float)-delta * 10, 0, 0));
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if (_mRight && this.Position.X < 30)
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this.Translate(new Vector3((float)delta * 10, 0, 0));
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if (_mUp && this.Position.Z > -25)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_mDown && this.Position.Z < 25)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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this.Rotation += rot;
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if (_wIn && zin)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_wOut && zout)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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if (_wIn && zin)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_wOut && zout)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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_con.Set("text", this.Position);
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_con.Set("text", this.Position);
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if (_cursor != null && _cursorPoint != null)
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{
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
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if (_cursor != null && _cursorPoint != null)
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{
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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}
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}
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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}
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}
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public override void _Input(InputEvent @event)
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{
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_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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public override void _Input(InputEvent @event)
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{
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_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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if (@event is InputEventMouseMotion mouse)
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{
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Vector2 vec = mouse.Position;
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if (vec.X < 5)
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_mLeft = true;
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else if (vec.X > 1915)
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_mRight = true;
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if (vec.Y < 20)
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_mUp = true;
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else if (vec.Y > 1060)
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_mDown = true;
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if (@event is InputEventMouseMotion mouse)
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{
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Vector2 vec = mouse.Position;
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if (vec.X < 5)
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_mLeft = true;
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else if (vec.X > 1915)
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_mRight = true;
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if (vec.Y < 20)
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_mUp = true;
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else if (vec.Y > 1060)
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_mDown = true;
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
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, 0
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);
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}
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else if (@event is InputEventMouseButton mousebtn)
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{
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if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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_wIn = true;
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else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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_wOut = true;
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}
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
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, 0
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);
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}
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else if (@event is InputEventMouseButton mousebtn)
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{
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if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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_wIn = true;
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else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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_wOut = true;
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}
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}
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}
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public void HandleBuilding()
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{
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if (CurrentBuilding != null)
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{
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CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
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public void HandleBuilding()
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{
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if (CurrentBuilding != null)
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{
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CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
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if (Input.IsActionJustPressed("build"))
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{
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Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
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GetTree().Root.CallDeferred("add_child", tempBuilding);
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}
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}
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}
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if (Input.IsActionJustPressed("build"))
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{
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Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
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GetTree().Root.CallDeferred("add_child", tempBuilding);
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}
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}
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}
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}
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|
@ -1,7 +1,6 @@
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[gd_scene load_steps=19 format=3 uid="uid://b5gb5paiupum"]
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[gd_scene load_steps=18 format=3 uid="uid://b5gb5paiupum"]
|
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|
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[ext_resource type="Script" path="res://player/player.cs" id="1_of2l4"]
|
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[ext_resource type="PackedScene" uid="uid://2pw0p13lcklv" path="res://buildings/kash_buildings/factory.tscn" id="2_mspwe"]
|
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|
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[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_1ejpb"]
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frustum_near = 0.032
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@ -72,7 +71,6 @@ _mousePosLabel = NodePath("Debug info/mousePos")
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_cursorPosLabel = NodePath("Debug info/cursorPointPos")
|
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_cursor = NodePath("cursor")
|
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_cursorPoint = NodePath("cursorPoint")
|
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_test_building = ExtResource("2_mspwe")
|
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_nuke = NodePath("NukeBar")
|
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_pr = NodePath("PrBar")
|
||||
_kash = NodePath("KashBar")
|
||||
|
Loading…
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Reference in New Issue
Block a user