diff options
Diffstat (limited to 'demos/3d/platformer')
-rw-r--r-- | demos/3d/platformer/bullet.gd | 11 | ||||
-rw-r--r-- | demos/3d/platformer/bullet.scn | bin | 6157 -> 7303 bytes | |||
-rw-r--r-- | demos/3d/platformer/coin.gd | 16 | ||||
-rw-r--r-- | demos/3d/platformer/coin.scn | bin | 6791 -> 7785 bytes | |||
-rw-r--r-- | demos/3d/platformer/enemy.gd | 55 | ||||
-rw-r--r-- | demos/3d/platformer/enemy.scn | bin | 38594 -> 39181 bytes | |||
-rw-r--r-- | demos/3d/platformer/engine.cfg | 2 | ||||
-rw-r--r-- | demos/3d/platformer/player.gd | 189 | ||||
-rw-r--r-- | demos/3d/platformer/player.scn | bin | 0 -> 108067 bytes | |||
-rw-r--r-- | demos/3d/platformer/player.xml | 1762 | ||||
-rw-r--r-- | demos/3d/platformer/robotrigged.scn | bin | 107962 -> 110973 bytes | |||
-rw-r--r-- | demos/3d/platformer/stage.scn | bin | 0 -> 17714 bytes | |||
-rw-r--r-- | demos/3d/platformer/stage.xml | 697 | ||||
-rw-r--r-- | demos/3d/platformer/tiles.scn | bin | 47723 -> 23305 bytes |
14 files changed, 102 insertions, 2630 deletions
diff --git a/demos/3d/platformer/bullet.gd b/demos/3d/platformer/bullet.gd index 842e6874e9..4709273535 100644 --- a/demos/3d/platformer/bullet.gd +++ b/demos/3d/platformer/bullet.gd @@ -1,14 +1,5 @@ extends RigidBody -# member variables here, example: -# var a=2 -# var b="textvar" - +# member variables var disabled=false - -func _ready(): - # Initalization here - pass - - diff --git a/demos/3d/platformer/bullet.scn b/demos/3d/platformer/bullet.scn Binary files differindex da90dba1a5..54ceb50488 100644 --- a/demos/3d/platformer/bullet.scn +++ b/demos/3d/platformer/bullet.scn diff --git a/demos/3d/platformer/coin.gd b/demos/3d/platformer/coin.gd index 8bf1a3460d..ef84014931 100644 --- a/demos/3d/platformer/coin.gd +++ b/demos/3d/platformer/coin.gd @@ -1,23 +1,11 @@ extends Area -# member variables here, example: -# var a=2 -# var b="textvar" - - +# member variables var taken = false -func _on_coin_body_enter( body ): +func _on_coin_body_enter(body): if (not taken and body extends preload("res://player.gd")): get_node("anim").play("take") taken=true - - -func _ready(): - # Initalization here - pass - - - diff --git a/demos/3d/platformer/coin.scn b/demos/3d/platformer/coin.scn Binary files differindex a4148b4060..238150788b 100644 --- a/demos/3d/platformer/coin.scn +++ b/demos/3d/platformer/coin.scn diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd index 9b2e95a96d..61671c7bd3 100644 --- a/demos/3d/platformer/enemy.gd +++ b/demos/3d/platformer/enemy.gd @@ -1,14 +1,10 @@ extends RigidBody -# member variables here, example: -# var a=2 -# var b="textvar" - +# member variables const STATE_WALKING = 0 const STATE_DYING = 1 - var prev_advance = false var deaccel = 20.0 var accel = 5 @@ -16,80 +12,67 @@ var max_speed = 2 var rot_dir = 4 var rot_speed = 1 -var dying=false - -func _integrate_forces(state): +var dying = false - +func _integrate_forces(state): var delta = state.get_step() var lv = state.get_linear_velocity() var g = state.get_total_gravity() - lv += g * delta #apply gravity + lv += g*delta # apply gravity var up = -g.normalized() if (dying): state.set_linear_velocity(lv) return - + for i in range(state.get_contact_count()): var cc = state.get_contact_collider_object(i) var dp = state.get_contact_local_normal(i) - + if (cc): if (cc extends preload("res://bullet.gd") and not cc.disabled): set_mode(MODE_RIGID) - dying=true - #lv=s.get_contact_local_normal(i)*400 - state.set_angular_velocity( -dp.cross(up).normalized() *33.0) + dying = true + #lv = s.get_contact_local_normal(i)*400 + state.set_angular_velocity(-dp.cross(up).normalized()*33.0) get_node("AnimationPlayer").play("impact") get_node("AnimationPlayer").queue("explode") set_friction(1) - cc.disabled=true + cc.disabled = true get_node("sound").play("hit") return - - - - var col_floor = get_node("Armature/ray_floor").is_colliding() var col_wall = get_node("Armature/ray_wall").is_colliding() var advance = not col_wall and col_floor var dir = get_node("Armature").get_transform().basis[2].normalized() - - var deaccel_dir = dir if (advance): if (dir.dot(lv) < max_speed): - lv+=dir * accel * delta + lv += dir*accel*delta deaccel_dir = dir.cross(g).normalized() else: if (prev_advance): - rot_dir = 1 #randf() * 2.0 -1.0 - - dir = Matrix3(up,rot_dir * rot_speed * delta).xform(dir) - get_node("Armature").set_transform( Transform().looking_at(-dir,up) ) - + rot_dir = 1 # randf()*2.0 - 1.0 + dir = Matrix3(up, rot_dir*rot_speed*delta).xform(dir) + get_node("Armature").set_transform(Transform().looking_at(-dir, up)) + var dspeed = deaccel_dir.dot(lv) - dspeed -= deaccel * delta - if (dspeed<0): - dspeed=0 + dspeed -= deaccel*delta + if (dspeed < 0): + dspeed = 0 lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed - state.set_linear_velocity(lv) - prev_advance=advance + prev_advance = advance -func _ready(): - # Initalization here - pass func _die(): queue_free() diff --git a/demos/3d/platformer/enemy.scn b/demos/3d/platformer/enemy.scn Binary files differindex 083582a85a..dd62692b7f 100644 --- a/demos/3d/platformer/enemy.scn +++ b/demos/3d/platformer/enemy.scn diff --git a/demos/3d/platformer/engine.cfg b/demos/3d/platformer/engine.cfg index 793ac36364..84cac52c97 100644 --- a/demos/3d/platformer/engine.cfg +++ b/demos/3d/platformer/engine.cfg @@ -1,7 +1,7 @@ [application] name="Platformer 3D" -main_scene="res://stage.xml" +main_scene="res://stage.scn" icon="res://icon.png" [display] diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd index 76cf2861bf..f299f885ed 100644 --- a/demos/3d/platformer/player.gd +++ b/demos/3d/platformer/player.gd @@ -1,12 +1,7 @@ extends RigidBody -# member variables here, example: -# var a=2 -# var b="textvar" - -#var dir=Vector3() - +# member variables const ANIM_FLOOR = 0 const ANIM_AIR_UP = 1 const ANIM_AIR_DOWN = 2 @@ -14,21 +9,21 @@ const ANIM_AIR_DOWN = 2 const SHOOT_TIME = 1.5 const SHOOT_SCALE = 2 -const CHAR_SCALE = Vector3(0.3,0.3,0.3) +const CHAR_SCALE = Vector3(0.3, 0.3, 0.3) var facing_dir = Vector3(1, 0, 0) var movement_dir = Vector3() var jumping=false -var turn_speed=40 +var turn_speed = 40 var keep_jump_inertia = true var air_idle_deaccel = false -var accel=19.0 -var deaccel=14.0 +var accel = 19.0 +var deaccel = 14.0 var sharp_turn_threshhold = 140 -var max_speed=3.1 +var max_speed = 3.1 var on_floor = false var prev_shoot = false @@ -37,8 +32,8 @@ var last_floor_velocity = Vector3() var shoot_blend = 0 -func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn): +func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): var n = p_target # normal var t = n.cross(current_gn).normalized() @@ -47,47 +42,43 @@ func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn): var ang = atan2(y,x) - if (abs(ang)<0.001): # too small + if (abs(ang) < 0.001): # too small return p_facing var s = sign(ang) - ang = ang * s - var turn = ang * p_adjust_rate * p_step + ang = ang*s + var turn = ang*p_adjust_rate*p_step var a - if (ang<turn): - a=ang + if (ang < turn): + a = ang else: - a=turn - ang = (ang - a) * s + a = turn + ang = (ang - a)*s - return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length() - - + return (n*cos(ang) + t*sin(ang))*p_facing.length() -func _integrate_forces( state ): +func _integrate_forces(state): var lv = state.get_linear_velocity() # linear velocity var g = state.get_total_gravity() var delta = state.get_step() # var d = 1.0 - delta*state.get_total_density() -# if (d<0): -# d=0 - lv += g * delta #apply gravity - +# if (d < 0): +# d = 0 + lv += g*delta # apply gravity + var anim = ANIM_FLOOR - + var up = -g.normalized() # (up is against gravity) var vv = up.dot(lv) # vertical velocity - var hv = lv - (up*vv) # horizontal velocity - - - + var hv = lv - up*vv # horizontal velocity + var hdir = hv.normalized() # horizontal direction - var hspeed = hv.length() #horizontal speed - + var hspeed = hv.length() # horizontal speed + var floor_velocity var onfloor = false - + if (state.get_contact_count() == 0): floor_velocity = last_floor_velocity else: @@ -98,104 +89,89 @@ func _integrate_forces( state ): onfloor = true floor_velocity = state.get_contact_collider_velocity_at_pos(i) break - - - var dir = Vector3() #where does the player intend to walk to + + var dir = Vector3() # where does the player intend to walk to var cam_xform = get_node("target/camera").get_global_transform() if (Input.is_action_pressed("move_forward")): - dir+=-cam_xform.basis[2] + dir += -cam_xform.basis[2] if (Input.is_action_pressed("move_backwards")): - dir+=cam_xform.basis[2] + dir += cam_xform.basis[2] if (Input.is_action_pressed("move_left")): - dir+=-cam_xform.basis[0] + dir += -cam_xform.basis[0] if (Input.is_action_pressed("move_right")): - dir+=cam_xform.basis[0] - + dir += cam_xform.basis[0] + var jump_attempt = Input.is_action_pressed("jump") var shoot_attempt = Input.is_action_pressed("shoot") - + var target_dir = (dir - up*dir.dot(up)).normalized() if (onfloor): - var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold - - if (dir.length()>0.1 and !sharp_turn) : - if (hspeed > 0.001) : - + + if (dir.length() > 0.1 and !sharp_turn): + if (hspeed > 0.001): #linear_dir = linear_h_velocity/linear_vel - #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit))) - # brake=true + #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit))) + # brake = true #else - hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up) + hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up) facing_dir = hdir else: - hdir = target_dir - if (hspeed<max_speed): - hspeed+=accel*delta - + if (hspeed < max_speed): + hspeed += accel*delta else: - hspeed-=deaccel*delta - if (hspeed<0): - hspeed=0 + hspeed -= deaccel*delta + if (hspeed < 0): + hspeed = 0 hv = hdir*hspeed var mesh_xform = get_node("Armature").get_transform() - var facing_mesh=-mesh_xform.basis[0].normalized() + var facing_mesh = -mesh_xform.basis[0].normalized() facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized() - facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up) - var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(up).normalized()).scaled( CHAR_SCALE ) + facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up) + var m3 = Matrix3(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE) + + get_node("Armature").set_transform(Transform(m3, mesh_xform.origin)) - get_node("Armature").set_transform(Transform(m3,mesh_xform.origin)) - if (not jumping and jump_attempt): vv = 7.0 - jumping = true + jumping = true get_node("sfx").play("jump") else: - - if (vv>0): - anim=ANIM_AIR_UP + if (vv > 0): + anim = ANIM_AIR_UP else: - anim=ANIM_AIR_DOWN - + anim = ANIM_AIR_DOWN + var hs - if (dir.length()>0.1): - - hv += target_dir * (accel * 0.2) * delta + if (dir.length() > 0.1): + hv += target_dir*(accel*0.2)*delta if (hv.length() > max_speed): - hv = hv.normalized() * max_speed - + hv = hv.normalized()*max_speed else: - if (air_idle_deaccel): - hspeed = hspeed - (deaccel * 0.2) * delta - if (hspeed<0): - hspeed=0 - + hspeed = hspeed - (deaccel*0.2)*delta + if (hspeed < 0): + hspeed = 0 + hv = hdir*hspeed - - + if (jumping and vv < 0): - jumping=false - - lv = hv+up*vv + jumping = false + lv = hv + up*vv - if (onfloor): - movement_dir = lv #lv += floor_velocity last_floor_velocity = floor_velocity else: - if (on_floor) : - #if (keep_jump_inertia): # lv += last_floor_velocity pass @@ -207,37 +183,30 @@ func _integrate_forces( state ): state.set_linear_velocity(lv) - if (shoot_blend>0): - shoot_blend -= delta * SHOOT_SCALE - if (shoot_blend<0): - shoot_blend=0 + if (shoot_blend > 0): + shoot_blend -= delta*SHOOT_SCALE + if (shoot_blend < 0): + shoot_blend = 0 if (shoot_attempt and not prev_shoot): - shoot_blend = SHOOT_TIME + shoot_blend = SHOOT_TIME var bullet = preload("res://bullet.scn").instance() - bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() ) - get_parent().add_child( bullet ) - bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 ) - PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet + bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized()) + get_parent().add_child(bullet) + bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20) + PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet get_node("sfx").play("shoot") - + prev_shoot = shoot_attempt if (onfloor): - get_node("AnimationTreePlayer").blend2_node_set_amount("walk",hspeed / max_speed) - - get_node("AnimationTreePlayer").transition_node_set_current("state",anim) - get_node("AnimationTreePlayer").blend2_node_set_amount("gun",min(shoot_blend,1.0)) -# state.set_angular_velocity(Vector3()) - + get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed) + get_node("AnimationTreePlayer").transition_node_set_current("state", anim) + get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0)) +# state.set_angular_velocity(Vector3()) func _ready(): - - # Initalization here get_node("AnimationTreePlayer").set_active(true) - pass - - diff --git a/demos/3d/platformer/player.scn b/demos/3d/platformer/player.scn Binary files differnew file mode 100644 index 0000000000..854a8397e4 --- /dev/null +++ b/demos/3d/platformer/player.scn diff --git a/demos/3d/platformer/player.xml b/demos/3d/platformer/player.xml deleted file mode 100644 index c008d21675..0000000000 --- a/demos/3d/platformer/player.xml +++ /dev/null @@ -1,1762 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<resource_file type="PackedScene" subresource_count="23" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> - <ext_resource path="res://osb_left.png" type="Texture"></ext_resource> - <ext_resource path="res://osb_up.png" type="Texture"></ext_resource> - <ext_resource path="res://player.gd" type="Script"></ext_resource> - <ext_resource path="res://sound_jump.wav" type="Sample"></ext_resource> - <ext_resource path="res://follow_camera.gd" type="Script"></ext_resource> - <ext_resource path="res://osb_down.png" type="Texture"></ext_resource> - <ext_resource path="res://osb_right.png" type="Texture"></ext_resource> - <ext_resource path="res://sound_shoot.wav" type="Sample"></ext_resource> - <resource type="CapsuleShape" path="local://1"> - <real name="radius"> 0.4 </real> - <real name="height"> 0.4 </real> - - </resource> - <resource type="RayShape" path="local://2"> - <real name="length"> 1 </real> - - </resource> - <resource type="FixedMaterial" 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resource_type="Sample" path="res://sound_shoot.wav"> </resource> - </dictionary> - - </resource> - <resource type="Animation" path="local://7"> - <string name="resource/name"> "idle" </string> - <real name="length"> 1.25 </real> - <bool name="loop"> True </bool> - <real name="step"> 0.1 </real> - <string name="tracks/0/type"> "transform" </string> - <node_path name="tracks/0/path"> "Armature/Skeleton:r-arm" </node_path> - <int name="tracks/0/interp"> 1 </int> - <real_array name="tracks/0/keys" len="180"> 0, 1, 1.01328e-06, -8.34465e-07, 1.07288e-06, -0.0255728, 0.138077, -0.259039, 0.955604, 1, 1, 1, 0.05, 1, 5.96046e-07, -2.38419e-07, 3.8743e-07, -0.0264725, 0.139277, -0.25962, 0.955248, 1, 1, 1, 0.1, 1, 5.36442e-07, -2.38419e-07, 3.8743e-07, -0.028916, 0.142508, -0.261183, 0.954274, 1, 1, 1, 0.15, 1, 1.19209e-07, 1.19209e-07, 5.96046e-08, -0.0326835, 0.14736, -0.26354, 0.952766, 1, 1, 1, 0.25, 1, 5.96046e-08, 1.19209e-07, 0, -0.0433083, 0.158072, -0.268982, 0.949098, 1, 1, 1, 0.3, 1, 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"angle_v_adjust" </string> - <string> "autoturn_ray_aperture" </string> - <string> "autoturn_speed" </string> - <string> "Armature" </string> - <string> "Skeleton" </string> - <string> "bones/0/name" </string> - <string> "bones/0/parent" </string> - <string> "bones/0/rest" </string> - <string> "bones/0/enabled" </string> - <string> "bones/0/bound_childs" </string> - <string> "bones/1/name" </string> - <string> "bones/1/parent" </string> - <string> "bones/1/rest" </string> - <string> "bones/1/enabled" </string> - <string> "bones/1/bound_childs" </string> - <string> "bones/2/name" </string> - <string> "bones/2/parent" </string> - <string> "bones/2/rest" </string> - <string> "bones/2/enabled" </string> - <string> "bones/2/bound_childs" </string> - <string> "bones/3/name" </string> - <string> "bones/3/parent" </string> - <string> "bones/3/rest" </string> - <string> "bones/3/enabled" </string> - <string> "bones/3/bound_childs" </string> - <string> "bones/4/name" </string> - <string> 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<string> "bones/9/rest" </string> - <string> "bones/9/enabled" </string> - <string> "bones/9/bound_childs" </string> - <string> "bones/10/name" </string> - <string> "bones/10/parent" </string> - <string> "bones/10/rest" </string> - <string> "bones/10/enabled" </string> - <string> "bones/10/bound_childs" </string> - <string> "bones/11/name" </string> - <string> "bones/11/parent" </string> - <string> "bones/11/rest" </string> - <string> "bones/11/enabled" </string> - <string> "bones/11/bound_childs" </string> - <string> "bones/12/name" </string> - <string> "bones/12/parent" </string> - <string> "bones/12/rest" </string> - <string> "bones/12/enabled" </string> - <string> "bones/12/bound_childs" </string> - <string> "bones/13/name" </string> - <string> "bones/13/parent" </string> - <string> "bones/13/rest" </string> - <string> "bones/13/enabled" </string> - <string> "bones/13/bound_childs" </string> - <string> "bones/14/name" </string> - <string> "bones/14/parent" </string> - <string> "bones/14/rest" </string> - <string> "bones/14/enabled" </string> - <string> "bones/14/bound_childs" </string> - <string> "bones/15/name" </string> - <string> "bones/15/parent" </string> - <string> "bones/15/rest" </string> - <string> "bones/15/enabled" </string> - <string> "bones/15/bound_childs" </string> - <string> "bones/16/name" </string> - <string> "bones/16/parent" </string> - <string> "bones/16/rest" </string> - <string> "bones/16/enabled" </string> - <string> "bones/16/bound_childs" </string> - <string> "bones/17/name" </string> - <string> "bones/17/parent" </string> - <string> "bones/17/rest" </string> - <string> "bones/17/enabled" </string> - <string> "bones/17/bound_childs" </string> - <string> "bones/18/name" </string> - <string> "bones/18/parent" </string> - <string> "bones/18/rest" </string> - <string> "bones/18/enabled" </string> - <string> "bones/18/bound_childs" </string> - <string> "bones/19/name" </string> - <string> "bones/19/parent" </string> - <string> "bones/19/rest" </string> - <string> "bones/19/enabled" </string> - <string> "bones/19/bound_childs" </string> - <string> "bones/20/name" </string> - <string> "bones/20/parent" </string> - <string> "bones/20/rest" </string> - <string> "bones/20/enabled" </string> - <string> "bones/20/bound_childs" </string> - <string> "bones/21/name" </string> - <string> "bones/21/parent" </string> - <string> "bones/21/rest" </string> - <string> "bones/21/enabled" </string> - <string> "bones/21/bound_childs" </string> - <string> "bones/22/name" </string> - <string> "bones/22/parent" </string> - <string> "bones/22/rest" </string> - <string> "bones/22/enabled" </string> - <string> "bones/22/bound_childs" </string> - <string> "bones/23/name" </string> - <string> "bones/23/parent" </string> - <string> "bones/23/rest" </string> - <string> "bones/23/enabled" </string> - <string> "bones/23/bound_childs" </string> - <string> "bones/24/name" </string> - <string> "bones/24/parent" </string> - <string> 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\ No newline at end of file diff --git a/demos/3d/platformer/tiles.scn b/demos/3d/platformer/tiles.scn Binary files differindex ca804d2d09..4c3442dbeb 100644 --- a/demos/3d/platformer/tiles.scn +++ b/demos/3d/platformer/tiles.scn |