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No commits in common. "a27e6517ccdf31ffaff46eec31aa395c061cfdd8" and "9c3f4a8a269a299ec5e547c4cc46e0381c1c302e" have entirely different histories.
a27e6517cc
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9c3f4a8a26
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@ -1,4 +0,0 @@
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[gd_resource type="ConcavePolygonShape" format=2]
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[resource]
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data = PoolVector3Array( 0, 0, 10, 0.9511, 0.309, 0, 1, 0, 0, 0, 0, 10, 0.809, 0.5878, 0, 0.9511, 0.309, 0, 0, 0, 10, 0.5878, 0.809, 0, 0.809, 0.5878, 0, 0, 0, 10, 0.309, 0.9511, 0, 0.5878, 0.809, 0, 0, 0, 10, 0, 1, 0, 0.309, 0.9511, 0, 0, 0, 10, -0.309, 0.9511, 0, 0, 1, 0, 0, 0, 10, -0.5878, 0.809, 0, -0.309, 0.9511, 0, 0, 0, 10, -0.809, 0.5878, 0, -0.5878, 0.809, 0, 0, 0, 10, -0.9511, 0.309, 0, -0.809, 0.5878, 0, 0, 0, 10, -1, 0, 0, -0.9511, 0.309, 0, 0, 0, 10, -0.9511, -0.309, 0, -1, 0, 0, 0, 0, 10, -0.809, -0.5878, 0, -0.9511, -0.309, 0, 0, 0, 10, -0.5878, -0.809, 0, -0.809, -0.5878, 0, 0, 0, 10, -0.309, -0.9511, 0, -0.5878, -0.809, 0, 0, 0, 10, 0, -1, 0, -0.309, -0.9511, 0, 0, 0, 10, 0.309, -0.9511, 0, 0, -1, 0, 0, 0, 10, 0.5878, -0.809, 0, 0.309, -0.9511, 0, 0, 0, 10, 0.809, -0.5878, 0, 0.5878, -0.809, 0, 0, 0, 10, 0.9511, -0.309, 0, 0.809, -0.5878, 0, 0, 0, 10, 1, 0, 0, 0.9511, -0.309, 0, 0.9511, 0.309, 0, 0.9511, -0.309, 0, 1, 0, 0, 0.9511, 0.309, 0, 0.809, -0.5878, 0, 0.9511, -0.309, 0, 0.809, 0.5878, 0, 0.809, -0.5878, 0, 0.9511, 0.309, 0, 0.809, 0.5878, 0, 0.5878, -0.809, 0, 0.809, -0.5878, 0, 0.5878, 0.809, 0, 0.5878, -0.809, 0, 0.809, 0.5878, 0, 0.5878, 0.809, 0, 0.309, -0.9511, 0, 0.5878, -0.809, 0, 0.309, 0.9511, 0, 0.309, -0.9511, 0, 0.5878, 0.809, 0, 0.309, 0.9511, 0, 0, -1, 0, 0.309, -0.9511, 0, 0, 1, 0, 0, -1, 0, 0.309, 0.9511, 0, 0, 1, 0, -0.309, -0.9511, 0, 0, -1, 0, -0.309, 0.9511, 0, -0.309, -0.9511, 0, 0, 1, 0, -0.309, 0.9511, 0, -0.5878, -0.809, 0, -0.309, -0.9511, 0, -0.5878, 0.809, 0, -0.5878, -0.809, 0, -0.309, 0.9511, 0, -0.5878, 0.809, 0, -0.809, -0.5878, 0, -0.5878, -0.809, 0, -0.809, 0.5878, 0, -0.809, -0.5878, 0, -0.5878, 0.809, 0, -0.809, 0.5878, 0, -0.9511, -0.309, 0, -0.809, -0.5878, 0, -0.9511, 0.309, 0, -0.9511, -0.309, 0, -0.809, 0.5878, 0, -0.9511, -0.309, 0, -0.9511, 0.309, 0, -1, 0, 0 )
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@ -1,7 +1,6 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Scripts/Player.gd" type="Script" id=1]
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[ext_resource path="res://Models/cone-collision.tres" type="Shape" id=2]
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[sub_resource type="CapsuleShape" id=1]
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radius = 0.15
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@ -21,11 +20,3 @@ transform = Transform( 2.65431e-15, 1.62921e-08, 0.1, 0.1, -1.62921e-08, 0, 1.62
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.769, 0 )
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enabled = true
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cast_to = Vector3( 0, 500, 0 )
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[node name="Cone" type="Area" parent="GunContainer"]
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[node name="CollisionShape" type="CollisionShape" parent="GunContainer/Cone"]
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transform = Transform( 25, 0, 1.81899e-12, 4.54747e-13, -4.07302e-06, -100, 5.42101e-20, 25, -1.62921e-05, -1.49012e-08, 1000, -1.33014e-11 )
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shape = ExtResource( 2 )
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[connection signal="body_entered" from="GunContainer/Cone" to="." method="_on_player_enter_firing_arc"]
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[connection signal="body_exited" from="GunContainer/Cone" to="." method="_on_player_exit_firing_arc"]
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@ -15,5 +15,4 @@ __meta__ = {
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[node name="ExitTimer" type="Timer" parent="."]
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one_shot = true
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[connection signal="timeout" from="ExitTimer" to="." method="end_game"]
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@ -36,12 +36,10 @@ func _process(delta : float) -> void:
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player.calculate_plans()
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func generate_translation() -> Vector3:
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#return Vector3(rand_range(-5,5),rand_range(-5,5),rand_range(-5,5))
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return Vector3(0,0,rand_range(-5,5))
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return Vector3(rand_range(-5,5),rand_range(-5,5),rand_range(-5,5))
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func generate_rotation() -> Vector3:
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#return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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return Vector3(0,0,1)
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return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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func play_full_plans():
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for player in players.values():
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@ -14,8 +14,6 @@ var weapons_plan : Plan = Plan.new()
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var is_ready : bool = false
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var running_plan : bool = false
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var was_running_plan : bool = false
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var using_full_plan : bool = false
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var plan_time : float = 0.0
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var health : float = 100.0
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@ -40,9 +38,8 @@ var end_linear_velocity : Vector3 = Vector3.ZERO
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var end_rotational_velocity : Vector3 = Vector3.ZERO
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var end_health : float = 100.0
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var end_energy : float = 100.0
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var energy : float = 100.0
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var players_in_firing_arc = []
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var energy : float = 100.0
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func init():
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last_rotation = get_rotation()
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@ -117,29 +114,13 @@ func _get_all_weapons_elements():
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func _physics_process(delta : float) -> void:
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if !enable_physics:
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return
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if !running_plan:
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if waiting_for_completion:
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send_all_plans()
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waiting_for_completion = false
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translation = last_translation
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rotation = last_rotation
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was_running_plan = false
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return
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if !was_running_plan:
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players_in_firing_arc = $GunContainer/Cone.get_overlapping_bodies()
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if using_full_plan:
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set_linear_velocity(initial_velocity)
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set_angular_velocity(initial_rotational_velocity)
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set_translation(initial_translation)
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set_rotation(initial_rotation)
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else:
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set_linear_velocity(end_linear_velocity)
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set_angular_velocity(end_rotational_velocity)
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set_translation(end_translation)
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set_rotation(end_rotation)
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was_running_plan = true
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var all_thrust_elements = _get_all_thrust_elements()
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var current_thrust_element : ThrustElement = _get_current_plan_element(all_thrust_elements)
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if current_thrust_element == null:
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@ -166,19 +147,10 @@ func _physics_process(delta : float) -> void:
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plan_time += delta
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func fire(delta : float, time : float) -> void:
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var closest_enemy = null
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var distance_of_closest = -1
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for player in players_in_firing_arc:
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if player.id == id or !player.is_alive:
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continue
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var player_distance : float = (player.translation - translation).length()
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if distance_of_closest == -1 or player_distance < distance_of_closest:
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closest_enemy = player
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distance_of_closest = player_distance
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energy -= delta * BASE_ENERGY_USAGE
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if closest_enemy != null:
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closest_enemy.take_damage(BASE_DPS * delta, time)
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if $GunContainer/RayCast.is_colliding():
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var target : RigidBody = $GunContainer/RayCast.get_collider()
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target.take_damage(BASE_DPS * delta, time)
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func take_damage(damage : float, time : float) -> void:
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health -= damage
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@ -187,7 +159,6 @@ func take_damage(damage : float, time : float) -> void:
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func die(time : float) -> void:
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is_alive = false
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$GunContainer/Cone.monitoring = false
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if !has_died:
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if report_death_to_arena():
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finish_game()
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@ -200,20 +171,24 @@ func play_all_plans():
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get_parent().play_full_plans()
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func play_full_plan():
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using_full_plan = true
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set_linear_velocity(initial_velocity)
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set_angular_velocity(initial_rotational_velocity)
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set_translation(initial_translation)
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set_rotation(initial_rotation)
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running_plan = true
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plan_time = 0.0
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is_alive = true
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$GunContainer/Cone.monitoring = true
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$CollisionShape.disabled = false
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func play_last_plan():
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using_full_plan = false
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set_linear_velocity(end_linear_velocity)
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set_angular_velocity(end_rotational_velocity)
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set_translation(end_translation)
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set_rotation(end_rotation)
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running_plan = true
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plan_time = 5 * turn_number
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if !has_died:
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is_alive = true
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$GunContainer/Cone.monitoring = true
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$CollisionShape.disabled = false
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func calculate_plans():
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@ -234,9 +209,3 @@ func report_death_to_arena() -> bool:
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func finish_game() -> void:
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get_parent().finish_game()
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func _on_player_enter_firing_arc(body):
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players_in_firing_arc.append(body)
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func _on_player_exit_firing_arc(body):
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players_in_firing_arc.erase(body)
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@ -44,7 +44,6 @@ config/icon="res://icon.png"
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[physics]
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3d/physics_engine="GodotPhysics"
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3d/default_gravity=0.0
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[rendering]
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