aboutsummaryrefslogtreecommitdiffstats
path: root/godot/scenes/Die.gd
diff options
context:
space:
mode:
authorLibravatar David <david003@gmx.net>2022-07-17 14:15:28 +0200
committerLibravatar David <david003@gmx.net>2022-07-17 14:15:28 +0200
commit78db85704fc13f3bde69fdad196f6701a4d5e7c9 (patch)
tree61ec986bbac133bfa4f05303d457a4782fecd1b3 /godot/scenes/Die.gd
parent9cb0b053b337742aae96517a8c5c4700698faa03 (diff)
download2022-78db85704fc13f3bde69fdad196f6701a4d5e7c9.tar.gz
2022-78db85704fc13f3bde69fdad196f6701a4d5e7c9.tar.bz2
2022-78db85704fc13f3bde69fdad196f6701a4d5e7c9.zip
add arrow for charging shot
Diffstat (limited to '')
-rw-r--r--godot/scenes/Die.gd57
1 files changed, 49 insertions, 8 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 0d11d73..0cee70a 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -7,7 +7,8 @@ var camrot_v = 0
var camrot_v_locked_val = 0
var cam_v_min = -90
var cam_v_max = 90
-var sensitivity = 0.5
+var sensitivity_cam = 0.5
+var sensitivity_charge = 2
var dice_is_moving = false
var last_frame_position = Vector3(1.0,1.0,1.0)
var mouse_origin = Vector2(0,0)
@@ -18,7 +19,7 @@ var die_launch_force_multiplier = 0.05
var die_launch_force_magnitude_max = 1000
var left_pressed = false
var mat
-var target_bounce = 10
+var target_bounce = 1
var default_gravity = 2
var default_bounciness = 0
@@ -40,10 +41,12 @@ func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$CamRoot/Horizontal/Vertical/Camera.add_exception(self)
$CamRoot.set_as_toplevel(true)
+ $PowerUI3D.set_as_toplevel(true)
_game = get_node("/root/Game")
mat = get_physics_material_override()
mat.friction = 1
gravity_scale = default_gravity
+ $PowerUI3D/Arrow.hide()
$PowerUI/PowerBar.hide()
$PowerUI/PowerBar.max_value = die_launch_force_magnitude_max
@@ -71,6 +74,8 @@ func _input(event):
#mouse_origin = event.global_position
die_launch_force_magnitude = 0
$PowerUI/PowerBar.show()
+ draw_arrow()
+ $PowerUI3D/Arrow.show()
else:
left_pressed = false
@@ -82,18 +87,20 @@ func _input(event):
if curr_buff != buff.ball:
self.apply_torque_impulse(die_launch_force)
$PowerUI/PowerBar.hide()
+ $PowerUI3D/Arrow.hide()
_game.add_stroke()
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# add one to counter
if event is InputEventMouseMotion:
- camrot_h += -event.relative.x * sensitivity
+ camrot_h += -event.relative.x * sensitivity_cam
if left_pressed:
camrot_v = camrot_v_locked_val
- die_launch_force_magnitude += event.relative.y * sensitivity
+ die_launch_force_magnitude += event.relative.y * sensitivity_charge
$PowerUI/PowerBar.value = die_launch_force_magnitude
+ draw_arrow()
else:
- camrot_v += -event.relative.y * sensitivity
+ camrot_v += -event.relative.y * sensitivity_cam
func _physics_process(delta):
@@ -104,6 +111,9 @@ func _physics_process(delta):
$CamRoot.translation.x = translation.x
$CamRoot.translation.y = translation.y + 5
$CamRoot.translation.z = translation.z
+ $PowerUI3D.translation.x = translation.x
+ $PowerUI3D.translation.y = translation.y
+ $PowerUI3D.translation.z = translation.z
if dice_is_moving == true and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
if curr_buff != buff.ball:
@@ -120,9 +130,40 @@ func _physics_process(delta):
# Called every frame. 'delta' is the elapsed time since the previous frame.
-#func _process(delta):
-# pass
-
+func _process(delta):
+ var rot = $CamRoot/Horizontal/Vertical/Camera.get_global_transform().basis.get_euler()
+ $PowerUI3D.rotation_degrees.y = rad2deg(rot.y) + 180
+ print(rot.y)
+
+func draw_arrow():
+ var l = 1 + 5 * clamp(die_launch_force_magnitude, 0, die_launch_force_magnitude_max) / die_launch_force_magnitude_max
+ var vertices = PoolVector3Array([
+ # base left
+ Vector3( 0.2, 0, 0),
+ Vector3( 0.2, 0, l),
+ Vector3(-0.2, 0, l),
+ # base right
+ Vector3( 0.2, 0, 0),
+ Vector3(-0.2, 0, l),
+ Vector3(-0.2, 0, 0),
+ # tip
+ Vector3( 0.4, 0, l),
+ Vector3(-0.0, 0, l + 0.4),
+ Vector3(-0.4, 0, l),
+ ])
+ var st = SurfaceTool.new()
+ var m = SpatialMaterial.new()
+ var color = Color(0.9, 0.1, 0.1)
+ m.albedo_color = color
+ st.begin(Mesh.PRIMITIVE_TRIANGLES)
+ st.set_material(m)
+ for v in vertices.size():
+ st.add_color(color)
+ st.add_uv(Vector2(0,0))
+ st.add_vertex(vertices[v])
+ var tmpMesh = Mesh.new()
+ st.commit(tmpMesh)
+ $PowerUI3D/Arrow.mesh = tmpMesh
"""
BUFFS