Balls are spawned dynamically at ball point

This commit is contained in:
Rob Kelly 2024-11-20 12:27:22 -07:00
parent 7c9403273f
commit 3a4326ca50
6 changed files with 106 additions and 48 deletions

View File

@ -1,6 +1,7 @@
class_name GameBall extends RigidBody3D
## Base class for all gfolf balls
## Fired as soon as this ball enters a water hazard
signal entered_water
const TERRAIN_DAMPING_EPSILON := 1e-6
@ -89,6 +90,7 @@ func get_reoriented_basis() -> Basis:
func _on_sleeping_state_changed() -> void:
print("SLEEPING STATE: ", sleeping)
if sleeping:
# Trigger to reassign on wake
_awake = false

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@ -8,9 +8,9 @@ func _on_body_entered(_body: Node) -> void:
print_debug("Plasma ball stuck to ", _body)
# Freeze physics as soon as we hit something
freeze = true
sleeping = true
manual_sleep_timer.start()
func _fire_sleep_signal() -> void:
sleeping = true
sleeping_state_changed.emit()

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@ -0,0 +1,49 @@
class_name BallPoint extends Node3D
## Ball spawn point & origin. I.E. the "tee".
## Emitted when a new ball is placed.
signal ball_changed(ball: GameBall)
## Types of game balls
enum Type {
NONE,
BASIC,
PLASMA,
}
## Scenes for each type of ball.
const SCENE_MAP: Dictionary = {
Type.BASIC: preload("res://src/equipment/balls/physics_ball/physics_ball.tscn"),
Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"),
}
@export var ball: GameBall:
set(value):
ball = value
ball_changed.emit(ball)
## Get a new instance of a ball of the given type.
## Returns null if the type can't be instantiated (e.g. NONE type)
func get_instance(type: Type) -> GameBall:
if type in SCENE_MAP:
var scene: PackedScene = SCENE_MAP.get(type)
return scene.instantiate() as GameBall
return null
## Clear any existing ball, instantiate a new one of the given type, and place it at the ball point.
func spawn_ball(type: Type) -> void:
# Clear existing ball
if is_instance_valid(ball):
ball.queue_free()
ball = get_instance(type)
if is_instance_valid(ball):
add_child(ball)
snap()
## Snap the ball back to the ball point.
func snap() -> void:
ball.global_transform = global_transform

View File

@ -3,13 +3,12 @@ extends Area3D
signal ball_collision(ball: GameBall)
@export var ignored_balls: Array[GameBall] = []
@onready var shot_setup: ShotSetup = $".."
func _on_ball_entered(ball: GameBall) -> void:
if not ball in ignored_balls:
# TODO generalize this in the future if we have multiple players on teams
if ball != shot_setup.game_ball:
ball_collision.emit(ball)

View File

@ -41,6 +41,9 @@ const WATER_DAMAGE := 10.0
## Initially-selected club
@export var initial_club: Club.Type = Club.Type.DRIVER
## Initially-selected ball type
@export var initial_ball: BallPoint.Type = BallPoint.Type.BASIC
@export_category("Shot Parameters")
@export var base_power := 2.5
@export var base_curve := 0.0
@ -86,6 +89,12 @@ var club: Club.Type:
_on_club_change(value)
club = value
var ball_type: BallPoint.Type:
set(value):
if value != ball_type:
ball_point.spawn_ball(value)
ball_type = value
var shot_ref: Node3D
var shot_power: float:
@ -100,6 +109,10 @@ var shot_curve: float:
get:
return hud.power_bar.value
var game_ball: GameBall:
get:
return ball_point.ball
var _free_camera: FreeCamera
var _returning_free_camera := false
var _restart_queued := false
@ -123,9 +136,7 @@ var _tracking_camera: OrbitalCamera
@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
@onready var shot_projection: ProjectileArc = %ShotProjection
@onready var ball_point: Node3D = %BallPoint
# @onready var game_ball: GameBall = %PhysicsBall
@onready var game_ball: GameBall = %PlasmaBall
@onready var ball_point: BallPoint = %BallPoint
@onready var drive_ref: RayCast3D = %DriveRef
@onready var drive_arrow: Node3D = %DriveArrow
@ -138,8 +149,6 @@ var _tracking_camera: OrbitalCamera
@onready var ball_return_timer: Timer = %BallReturnTimer
@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
@onready var camera_distance := zoom.position.z:
set = _set_camera_distance
@ -155,6 +164,7 @@ func _ready() -> void:
# Create & set up HUD
hud = ShotHUD.create(player)
world.ui.add_player_hud(hud)
ball_type = initial_ball
club = initial_club
@ -223,16 +233,16 @@ func take_shot() -> void:
var impulse := get_shot_impulse(shot_power)
print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
ball_impulse_debug.transform = (
Transform3D.IDENTITY.scaled(Vector3.ONE * impulse.length()).looking_at(impulse)
)
game_ball.freeze = false
game_ball.apply_central_impulse(impulse)
if game_ball:
game_ball.freeze = false
game_ball.apply_central_impulse(impulse)
## Make the shot projection widget visible, with animated transition
func _show_shot_projection() -> void:
if not game_ball:
return
shot_projection.initial_speed = 1
shot_projection.basis = shot_ref.basis.orthonormalized()
var shot_speed := get_shot_impulse(1.0).length() / game_ball.mass
@ -272,6 +282,9 @@ func return_free_cam() -> void:
func return_ball() -> void:
if not game_ball:
return
game_ball.freeze = true
var tween := get_tree().create_tween()
(
@ -288,6 +301,9 @@ func return_ball() -> void:
func travel_to_ball() -> void:
if not game_ball:
return
game_ball.freeze = true
global_position = game_ball.global_position
@ -296,12 +312,14 @@ func travel_to_ball() -> void:
direction.rotation.y = 0
_target_rotation.y = 0
global_basis = game_ball.get_reoriented_basis()
print_debug("REORIENTED BASIS: ", global_basis)
game_ball.global_transform = ball_point.global_transform
ball_point.snap()
func start_shot_track() -> void:
if not game_ball:
return
if phase == Phase.SHOT:
_tracking_camera = OrbitalCamera.create(game_ball)
_tracking_camera.rotation.y = randf_range(0.0, TAU)
@ -331,7 +349,8 @@ func _on_club_change(new_club_type: Club.Type) -> void:
wedge_arrow.hide()
iron_arrow.hide()
putt_arrow.hide()
game_ball.iron_ball = false
if game_ball:
game_ball.iron_ball = false
hud.club_selector.value = new_club_type
# TODO club change animation
character.hold_right(new_club.get_model())
@ -348,7 +367,8 @@ func _on_club_change(new_club_type: Club.Type) -> void:
Club.Type.IRON:
shot_ref = iron_ref
iron_arrow.show()
game_ball.iron_ball = true
if game_ball:
game_ball.iron_ball = true
Club.Type.SPECIAL:
# TODO figure this out
shot_ref = drive_ref
@ -358,7 +378,6 @@ func _on_club_change(new_club_type: Club.Type) -> void:
## Called immediately before `phase` is mutated.
func _on_phase_change(new_phase: Phase) -> void:
print_debug("Player ", player.name, ": change to ", Phase.keys()[new_phase])
match new_phase:
Phase.AIM:
hud.show_hud()
@ -400,7 +419,18 @@ func _on_phase_change(new_phase: Phase) -> void:
finished.emit(self)
func _on_game_ball_changed(ball: GameBall) -> void:
if ball:
ball.iron_ball = (club == Club.Type.IRON)
ball.entered_water.connect(_on_ball_entered_water)
ball.sleeping_state_changed.connect(_on_ball_sleeping_state_changed)
func _process(delta: float) -> void:
# REMOVEME
if Input.is_action_just_pressed("ui_menu"):
print("Debugging...")
## Visual updates
# Rotation
direction.rotation.y = lerp_angle(

View File

@ -1,22 +1,13 @@
[gd_scene load_steps=19 format=3 uid="uid://cy7t2tc4y3b4"]
[gd_scene load_steps=17 format=3 uid="uid://cy7t2tc4y3b4"]
[ext_resource type="Script" path="res://src/player/shot_setup/shot_setup.gd" id="1_r6ei4"]
[ext_resource type="Script" path="res://src/player/shot_setup/ball_point.gd" id="2_e6i3g"]
[ext_resource type="PackedScene" uid="uid://c2k88ns0h5ie1" path="res://src/ui/3d/arrow/arrow.tscn" id="2_s70wl"]
[ext_resource type="PackedScene" uid="uid://dcqxlbsrubapk" path="res://src/equipment/balls/plasma_ball/plasma_ball.tscn" id="3_8dte7"]
[ext_resource type="PackedScene" uid="uid://1s3gywmoi20e" path="res://src/characters/player_characters/gfolf_girl/gfolf_girl.tscn" id="3_e4aur"]
[ext_resource type="PackedScene" uid="uid://fht6j87o8ecr" path="res://src/ui/3d/projectile_arc/projectile_arc.tscn" id="4_ry2ho"]
[ext_resource type="PackedScene" uid="uid://dbdul15c4oblg" path="res://src/ui/3d/projected_target.tscn" id="6_mynqj"]
[ext_resource type="Script" path="res://src/player/shot_setup/hitbox.gd" id="7_uh8kn"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lnol1"]
albedo_color = Color(0, 0.537255, 1, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_ql2ui"]
material = SubResource("StandardMaterial3D_lnol1")
top_radius = 0.02
bottom_radius = 0.02
height = 1.0
[sub_resource type="Animation" id="Animation_ug2a7"]
length = 0.001
tracks/0/type = "value"
@ -213,18 +204,7 @@ script = ExtResource("1_r6ei4")
[node name="BallPoint" type="Node3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.08, 0)
[node name="PlasmaBall" parent="BallPoint" instance=ExtResource("3_8dte7")]
unique_name_in_owner = true
[node name="BallImpulseDebug" type="Node3D" parent="BallPoint"]
unique_name_in_owner = true
visible = false
[node name="MeshInstance3D" type="MeshInstance3D" parent="BallPoint/BallImpulseDebug"]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, -0.5)
mesh = SubResource("CylinderMesh_ql2ui")
skeleton = NodePath("../..")
script = ExtResource("2_e6i3g")
[node name="PlayerPivot" type="Node3D" parent="."]
unique_name_in_owner = true
@ -350,7 +330,7 @@ visible = false
initial_speed = 50.0
time_step = 0.01
max_steps = 800
excluded_bodies = [NodePath("../../BallPoint/PlasmaBall")]
excluded_bodies = [null]
[node name="ProjectedTarget" parent="ArrowPivot/ShotProjection" instance=ExtResource("6_mynqj")]
@ -365,15 +345,13 @@ libraries = {
unique_name_in_owner = true
one_shot = true
[node name="Hitbox" type="Area3D" parent="." node_paths=PackedStringArray("ignored_balls")]
[node name="Hitbox" type="Area3D" parent="."]
script = ExtResource("7_uh8kn")
ignored_balls = [NodePath("../BallPoint/PlasmaBall")]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Hitbox"]
shape = SubResource("SphereShape3D_xvvdi")
[connection signal="entered_water" from="BallPoint/PlasmaBall" to="." method="_on_ball_entered_water"]
[connection signal="sleeping_state_changed" from="BallPoint/PlasmaBall" to="." method="_on_ball_sleeping_state_changed"]
[connection signal="ball_changed" from="BallPoint" to="." method="_on_game_ball_changed"]
[connection signal="timeout" from="BallReturnTimer" to="." method="_on_ball_return_timer_timeout"]
[connection signal="ball_collision" from="Hitbox" to="." method="_on_hitbox_ball_collision"]
[connection signal="body_entered" from="Hitbox" to="Hitbox" method="_on_body_entered"]