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-rw-r--r--demos/3d/kinematic_char/cubio.gd10
-rw-r--r--demos/3d/kinematic_char/follow_camera.gd14
-rw-r--r--demos/3d/mousepick_test/mousepick.gd4
-rw-r--r--demos/3d/navmesh/navmesh.gd4
-rw-r--r--demos/3d/platformer/bullet.gd4
-rw-r--r--demos/3d/platformer/coin.gd4
-rw-r--r--demos/3d/platformer/enemy.gd6
-rw-r--r--demos/3d/platformer/follow_camera.gd89
-rw-r--r--demos/3d/platformer/player.gd34
-rw-r--r--demos/3d/truck_town/car_select.gd2
-rw-r--r--demos/3d/truck_town/follow_camera.gd14
-rw-r--r--demos/3d/truck_town/vehicle.gd2
12 files changed, 86 insertions, 101 deletions
diff --git a/demos/3d/kinematic_char/cubio.gd b/demos/3d/kinematic_char/cubio.gd
index d2bd00bd0f..c4d8276181 100644
--- a/demos/3d/kinematic_char/cubio.gd
+++ b/demos/3d/kinematic_char/cubio.gd
@@ -1,7 +1,7 @@
extends KinematicBody
-# member variables
+# Member variables
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
@@ -12,7 +12,7 @@ const MAX_SLOPE_ANGLE = 30
func _fixed_process(delta):
- 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")):
@@ -49,13 +49,13 @@ func _fixed_process(delta):
var on_floor = false
var original_vel = vel
var floor_velocity = Vector3()
- var attempts=4
+ var attempts = 4
while(is_colliding() and attempts):
var n = get_collision_normal()
if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
- # if angle to the "up" vectors is < angle tolerance
+ # If angle to the "up" vectors is < angle tolerance,
# char is on floor
floor_velocity = get_collider_velocity()
on_floor = true
@@ -63,7 +63,7 @@ func _fixed_process(delta):
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
- # do not allow to slide towads the opposite direction we were coming from
+ # Do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
if (motion.length() < 0.001):
break
diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd
index 852b20a398..37a1402053 100644
--- a/demos/3d/kinematic_char/follow_camera.gd
+++ b/demos/3d/kinematic_char/follow_camera.gd
@@ -1,7 +1,7 @@
extends Camera
-# member variables
+# Member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
@@ -19,15 +19,15 @@ func _fixed_process(dt):
var delta = pos - target
- # regular delta follow
+ # Regular delta follow
- # check ranges
+ # Check ranges
if (delta.length() < min_distance):
delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
delta = delta.normalized()*max_distance
- # check upper and lower height
+ # Check upper and lower height
if (delta.y > max_height):
delta.y = max_height
if (delta.y < min_height):
@@ -37,14 +37,14 @@ func _fixed_process(dt):
look_at_from_pos(pos, target, up)
- # turn a little up or down
+ # Turn a little up or down
var t = get_transform()
t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
func _ready():
- # find collision exceptions for ray
+ # Find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
@@ -53,5 +53,5 @@ func _ready():
else:
node = node.get_parent()
set_fixed_process(true)
- # this detaches the camera transform from the parent spatial node
+ # This detaches the camera transform from the parent spatial node
set_as_toplevel(true)
diff --git a/demos/3d/mousepick_test/mousepick.gd b/demos/3d/mousepick_test/mousepick.gd
index c250c7f084..674ec7ff6f 100644
--- a/demos/3d/mousepick_test/mousepick.gd
+++ b/demos/3d/mousepick_test/mousepick.gd
@@ -1,9 +1,9 @@
extends RigidBody
-# member variables
+# Member variables
var gray_mat = FixedMaterial.new()
-var selected=false
+var selected = false
func _input_event(camera, event, pos, normal, shape):
diff --git a/demos/3d/navmesh/navmesh.gd b/demos/3d/navmesh/navmesh.gd
index 87b0e1d2cc..f3eaf766d2 100644
--- a/demos/3d/navmesh/navmesh.gd
+++ b/demos/3d/navmesh/navmesh.gd
@@ -1,7 +1,7 @@
extends Navigation
-# member variables
+# Member variables
const SPEED = 4.0
var camrot = 0.0
@@ -11,7 +11,7 @@ var end = Vector3()
var m = FixedMaterial.new()
var path = []
-var draw_path=false
+var draw_path = false
func _process(delta):
diff --git a/demos/3d/platformer/bullet.gd b/demos/3d/platformer/bullet.gd
index 4709273535..29219403bd 100644
--- a/demos/3d/platformer/bullet.gd
+++ b/demos/3d/platformer/bullet.gd
@@ -1,5 +1,5 @@
extends RigidBody
-# member variables
-var disabled=false
+# Member variables
+var disabled = false
diff --git a/demos/3d/platformer/coin.gd b/demos/3d/platformer/coin.gd
index ef84014931..bd2eea81e2 100644
--- a/demos/3d/platformer/coin.gd
+++ b/demos/3d/platformer/coin.gd
@@ -1,11 +1,11 @@
extends Area
-# member variables
+# Member variables
var taken = false
func _on_coin_body_enter(body):
if (not taken and body extends preload("res://player.gd")):
get_node("anim").play("take")
- taken=true
+ taken = true
diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd
index 61671c7bd3..55c79e4858 100644
--- a/demos/3d/platformer/enemy.gd
+++ b/demos/3d/platformer/enemy.gd
@@ -1,7 +1,7 @@
extends RigidBody
-# member variables
+# Member variables
const STATE_WALKING = 0
const STATE_DYING = 1
@@ -20,9 +20,9 @@ func _integrate_forces(state):
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
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd
index 3d18327df0..d0d531b9a5 100644
--- a/demos/3d/platformer/follow_camera.gd
+++ b/demos/3d/platformer/follow_camera.gd
@@ -1,95 +1,80 @@
extends Camera
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-var collision_exception=[]
-export var min_distance=0.5
-export var max_distance=4.0
-export var angle_v_adjust=0.0
-export var autoturn_ray_aperture=25
-export var autoturn_speed=50
+# Member variables
+var collision_exception = []
+export var min_distance = 0.5
+export var max_distance = 4.0
+export var angle_v_adjust = 0.0
+export var autoturn_ray_aperture = 25
+export var autoturn_speed = 50
var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
- var target = get_parent().get_global_transform().origin
+ var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
- var up = Vector3(0,1,0)
+ var up = Vector3(0, 1, 0)
var delta = pos - target
- #regular delta follow
-
- #check ranges
+ # Regular delta follow
+ # Check ranges
if (delta.length() < min_distance):
- delta = delta.normalized() * min_distance
+ delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
- delta = delta.normalized() * max_distance
+ delta = delta.normalized()*max_distance
- #check upper and lower height
- if ( delta.y > max_height):
+ # Check upper and lower height
+ if (delta.y > max_height):
delta.y = max_height
- if ( delta.y < min_height):
+ if (delta.y < min_height):
delta.y = min_height
- #check autoturn
-
- var ds = PhysicsServer.space_get_direct_state( get_world().get_space() )
-
+ # Check autoturn
+ var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
- var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception)
- var col = ds.intersect_ray(target,target+delta,collision_exception)
- var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
+ var col_left = ds.intersect_ray(target, target + Matrix3(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
+ var col = ds.intersect_ray(target, target + delta, collision_exception)
+ var col_right = ds.intersect_ray(target, target + Matrix3(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
if (!col.empty()):
- #if main ray was occluded, get camera closer, this is the worst case scenario
+ # If main ray was occluded, get camera closer, this is the worst case scenario
delta = col.position - target
elif (!col_left.empty() and col_right.empty()):
- #if only left ray is occluded, turn the camera around to the right
- delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
+ # If only left ray is occluded, turn the camera around to the right
+ delta = Matrix3(up, deg2rad(-dt*autoturn_speed)).xform(delta)
elif (col_left.empty() and !col_right.empty()):
- #if only right ray is occluded, turn the camera around to the left
- delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
+ # If only right ray is occluded, turn the camera around to the left
+ delta = Matrix3(up, deg2rad(dt*autoturn_speed)).xform(delta)
else:
- #do nothing otherwise, left and right are occluded but center is not, so do not autoturn
+ # Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
pass
- #apply lookat
- if (delta==Vector3()):
- delta = (pos - target).normalized() * 0.0001
+ # Apply lookat
+ if (delta == Vector3()):
+ delta = (pos - target).normalized()*0.0001
pos = target + delta
- look_at_from_pos(pos,target,up)
+ look_at_from_pos(pos, target, up)
- #turn a little up or down
+ # Turn a little up or down
var t = get_transform()
- t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
+ t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
-
-
-func _ready():
-#find collision exceptions for ray
+func _ready():
+ # Find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
collision_exception.append(node.get_rid())
break
else:
- node=node.get_parent()
- # Initalization here
+ node = node.get_parent()
set_fixed_process(true)
- #this detaches the camera transform from the parent spatial node
+ # This detaches the camera transform from the parent spatial node
set_as_toplevel(true)
-
-
-
-
-
-
diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd
index f299f885ed..4cac1817e4 100644
--- a/demos/3d/platformer/player.gd
+++ b/demos/3d/platformer/player.gd
@@ -1,7 +1,7 @@
extends RigidBody
-# member variables
+# Member variables
const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2
@@ -14,14 +14,14 @@ 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 jumping = false
var turn_speed = 40
var keep_jump_inertia = true
var air_idle_deaccel = false
var accel = 19.0
var deaccel = 14.0
-var sharp_turn_threshhold = 140
+var sharp_turn_threshold = 140
var max_speed = 3.1
var on_floor = false
@@ -34,7 +34,7 @@ var shoot_blend = 0
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
- var n = p_target # normal
+ var n = p_target # Normal
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
@@ -42,7 +42,7 @@ 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)
@@ -59,22 +59,22 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
func _integrate_forces(state):
- var lv = state.get_linear_velocity() # linear velocity
+ 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
+ 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 vv = up.dot(lv) # Vertical velocity
+ var hv = lv - up*vv # Horizontal velocity
- var hdir = hv.normalized() # horizontal direction
- var hspeed = hv.length() # horizontal speed
+ var hdir = hv.normalized() # Horizontal direction
+ var hspeed = hv.length() # Horizontal speed
var floor_velocity
var onfloor = false
@@ -90,7 +90,7 @@ func _integrate_forces(state):
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")):
@@ -108,7 +108,7 @@ func _integrate_forces(state):
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
+ var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
if (dir.length() > 0.1 and !sharp_turn):
if (hspeed > 0.001):
@@ -130,7 +130,7 @@ func _integrate_forces(state):
hv = hdir*hspeed
- var mesh_xform = get_node("Armature").get_transform()
+ var mesh_xform = get_node("Armature").get_transform()
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)
@@ -171,7 +171,7 @@ func _integrate_forces(state):
#lv += floor_velocity
last_floor_velocity = floor_velocity
else:
- if (on_floor) :
+ if (on_floor):
#if (keep_jump_inertia):
# lv += last_floor_velocity
pass
@@ -180,7 +180,7 @@ func _integrate_forces(state):
movement_dir = lv
on_floor = onfloor
-
+
state.set_linear_velocity(lv)
if (shoot_blend > 0):
@@ -194,7 +194,7 @@ func _integrate_forces(state):
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
+ PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet
get_node("sfx").play("shoot")
prev_shoot = shoot_attempt
diff --git a/demos/3d/truck_town/car_select.gd b/demos/3d/truck_town/car_select.gd
index 62383a8b9a..4efcf63426 100644
--- a/demos/3d/truck_town/car_select.gd
+++ b/demos/3d/truck_town/car_select.gd
@@ -1,7 +1,7 @@
extends Control
-# member variables
+# Member variables
var town = null
diff --git a/demos/3d/truck_town/follow_camera.gd b/demos/3d/truck_town/follow_camera.gd
index 5e6324db73..7c6a0a2ba6 100644
--- a/demos/3d/truck_town/follow_camera.gd
+++ b/demos/3d/truck_town/follow_camera.gd
@@ -1,7 +1,7 @@
extends Camera
-# member variables
+# Member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
@@ -19,15 +19,15 @@ func _fixed_process(dt):
var delta = pos - target
- # regular delta follow
+ # Regular delta follow
- # check ranges
+ # Check ranges
if (delta.length() < min_distance):
delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
delta = delta.normalized()*max_distance
- # check upper and lower height
+ # Check upper and lower height
if ( delta.y > max_height):
delta.y = max_height
if ( delta.y < min_height):
@@ -37,14 +37,14 @@ func _fixed_process(dt):
look_at_from_pos(pos, target, up)
- # turn a little up or down
+ # Turn a little up or down
var t = get_transform()
t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
func _ready():
- # find collision exceptions for ray
+ # Find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
@@ -53,5 +53,5 @@ func _ready():
else:
node = node.get_parent()
set_fixed_process(true)
- # this detaches the camera transform from the parent spatial node
+ # This detaches the camera transform from the parent spatial node
set_as_toplevel(true)
diff --git a/demos/3d/truck_town/vehicle.gd b/demos/3d/truck_town/vehicle.gd
index 1c9bd2e891..22c5b7f0d4 100644
--- a/demos/3d/truck_town/vehicle.gd
+++ b/demos/3d/truck_town/vehicle.gd
@@ -1,7 +1,7 @@
extends VehicleBody
-# member variables
+# Member variables
const STEER_SPEED = 1
const STEER_LIMIT = 0.4