generated from krampus/template-godot4
Balls are spawned dynamically at ball point
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7c9403273f
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@ -1,6 +1,7 @@
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class_name GameBall extends RigidBody3D
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## Base class for all gfolf balls
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## Fired as soon as this ball enters a water hazard
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signal entered_water
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const TERRAIN_DAMPING_EPSILON := 1e-6
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@ -89,6 +90,7 @@ func get_reoriented_basis() -> Basis:
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func _on_sleeping_state_changed() -> void:
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print("SLEEPING STATE: ", sleeping)
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if sleeping:
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# Trigger to reassign on wake
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_awake = false
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@ -8,9 +8,9 @@ func _on_body_entered(_body: Node) -> void:
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print_debug("Plasma ball stuck to ", _body)
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# Freeze physics as soon as we hit something
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freeze = true
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sleeping = true
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manual_sleep_timer.start()
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func _fire_sleep_signal() -> void:
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sleeping = true
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sleeping_state_changed.emit()
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@ -0,0 +1,49 @@
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class_name BallPoint extends Node3D
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## Ball spawn point & origin. I.E. the "tee".
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## Emitted when a new ball is placed.
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signal ball_changed(ball: GameBall)
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## Types of game balls
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enum Type {
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NONE,
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BASIC,
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PLASMA,
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}
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## Scenes for each type of ball.
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const SCENE_MAP: Dictionary = {
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Type.BASIC: preload("res://src/equipment/balls/physics_ball/physics_ball.tscn"),
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Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"),
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}
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@export var ball: GameBall:
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set(value):
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ball = value
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ball_changed.emit(ball)
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## Get a new instance of a ball of the given type.
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## Returns null if the type can't be instantiated (e.g. NONE type)
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func get_instance(type: Type) -> GameBall:
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if type in SCENE_MAP:
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var scene: PackedScene = SCENE_MAP.get(type)
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return scene.instantiate() as GameBall
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return null
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## Clear any existing ball, instantiate a new one of the given type, and place it at the ball point.
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func spawn_ball(type: Type) -> void:
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# Clear existing ball
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if is_instance_valid(ball):
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ball.queue_free()
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ball = get_instance(type)
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if is_instance_valid(ball):
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add_child(ball)
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snap()
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## Snap the ball back to the ball point.
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func snap() -> void:
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ball.global_transform = global_transform
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@ -3,13 +3,12 @@ extends Area3D
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signal ball_collision(ball: GameBall)
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@export var ignored_balls: Array[GameBall] = []
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@onready var shot_setup: ShotSetup = $".."
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func _on_ball_entered(ball: GameBall) -> void:
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if not ball in ignored_balls:
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# TODO generalize this in the future if we have multiple players on teams
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if ball != shot_setup.game_ball:
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ball_collision.emit(ball)
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@ -41,6 +41,9 @@ const WATER_DAMAGE := 10.0
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## Initially-selected club
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@export var initial_club: Club.Type = Club.Type.DRIVER
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## Initially-selected ball type
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@export var initial_ball: BallPoint.Type = BallPoint.Type.BASIC
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@export_category("Shot Parameters")
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@export var base_power := 2.5
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@export var base_curve := 0.0
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@ -86,6 +89,12 @@ var club: Club.Type:
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_on_club_change(value)
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club = value
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var ball_type: BallPoint.Type:
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set(value):
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if value != ball_type:
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ball_point.spawn_ball(value)
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ball_type = value
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var shot_ref: Node3D
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var shot_power: float:
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@ -100,6 +109,10 @@ var shot_curve: float:
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get:
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return hud.power_bar.value
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var game_ball: GameBall:
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get:
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return ball_point.ball
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var _free_camera: FreeCamera
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var _returning_free_camera := false
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var _restart_queued := false
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@ -123,9 +136,7 @@ var _tracking_camera: OrbitalCamera
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@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
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@onready var shot_projection: ProjectileArc = %ShotProjection
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@onready var ball_point: Node3D = %BallPoint
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# @onready var game_ball: GameBall = %PhysicsBall
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@onready var game_ball: GameBall = %PlasmaBall
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@onready var ball_point: BallPoint = %BallPoint
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@onready var drive_ref: RayCast3D = %DriveRef
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@onready var drive_arrow: Node3D = %DriveArrow
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@ -138,8 +149,6 @@ var _tracking_camera: OrbitalCamera
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@onready var ball_return_timer: Timer = %BallReturnTimer
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@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
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@onready var camera_distance := zoom.position.z:
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set = _set_camera_distance
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@ -155,6 +164,7 @@ func _ready() -> void:
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# Create & set up HUD
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hud = ShotHUD.create(player)
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world.ui.add_player_hud(hud)
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ball_type = initial_ball
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club = initial_club
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@ -223,16 +233,16 @@ func take_shot() -> void:
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var impulse := get_shot_impulse(shot_power)
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print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
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ball_impulse_debug.transform = (
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Transform3D.IDENTITY.scaled(Vector3.ONE * impulse.length()).looking_at(impulse)
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)
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game_ball.freeze = false
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game_ball.apply_central_impulse(impulse)
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if game_ball:
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game_ball.freeze = false
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game_ball.apply_central_impulse(impulse)
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## Make the shot projection widget visible, with animated transition
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func _show_shot_projection() -> void:
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if not game_ball:
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return
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shot_projection.initial_speed = 1
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shot_projection.basis = shot_ref.basis.orthonormalized()
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var shot_speed := get_shot_impulse(1.0).length() / game_ball.mass
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@ -272,6 +282,9 @@ func return_free_cam() -> void:
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func return_ball() -> void:
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if not game_ball:
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return
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game_ball.freeze = true
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var tween := get_tree().create_tween()
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(
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@ -288,6 +301,9 @@ func return_ball() -> void:
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func travel_to_ball() -> void:
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if not game_ball:
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return
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game_ball.freeze = true
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global_position = game_ball.global_position
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@ -296,12 +312,14 @@ func travel_to_ball() -> void:
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direction.rotation.y = 0
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_target_rotation.y = 0
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global_basis = game_ball.get_reoriented_basis()
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print_debug("REORIENTED BASIS: ", global_basis)
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game_ball.global_transform = ball_point.global_transform
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ball_point.snap()
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func start_shot_track() -> void:
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if not game_ball:
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return
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if phase == Phase.SHOT:
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_tracking_camera = OrbitalCamera.create(game_ball)
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_tracking_camera.rotation.y = randf_range(0.0, TAU)
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@ -331,7 +349,8 @@ func _on_club_change(new_club_type: Club.Type) -> void:
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wedge_arrow.hide()
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iron_arrow.hide()
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putt_arrow.hide()
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game_ball.iron_ball = false
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if game_ball:
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game_ball.iron_ball = false
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hud.club_selector.value = new_club_type
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# TODO club change animation
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character.hold_right(new_club.get_model())
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@ -348,7 +367,8 @@ func _on_club_change(new_club_type: Club.Type) -> void:
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Club.Type.IRON:
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shot_ref = iron_ref
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iron_arrow.show()
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game_ball.iron_ball = true
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if game_ball:
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game_ball.iron_ball = true
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Club.Type.SPECIAL:
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# TODO figure this out
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shot_ref = drive_ref
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@ -358,7 +378,6 @@ func _on_club_change(new_club_type: Club.Type) -> void:
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## Called immediately before `phase` is mutated.
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func _on_phase_change(new_phase: Phase) -> void:
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print_debug("Player ", player.name, ": change to ", Phase.keys()[new_phase])
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match new_phase:
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Phase.AIM:
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hud.show_hud()
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finished.emit(self)
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func _on_game_ball_changed(ball: GameBall) -> void:
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if ball:
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ball.iron_ball = (club == Club.Type.IRON)
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ball.entered_water.connect(_on_ball_entered_water)
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ball.sleeping_state_changed.connect(_on_ball_sleeping_state_changed)
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func _process(delta: float) -> void:
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# REMOVEME
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if Input.is_action_just_pressed("ui_menu"):
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print("Debugging...")
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## Visual updates
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# Rotation
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direction.rotation.y = lerp_angle(
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@ -1,22 +1,13 @@
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[gd_scene load_steps=19 format=3 uid="uid://cy7t2tc4y3b4"]
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[gd_scene load_steps=17 format=3 uid="uid://cy7t2tc4y3b4"]
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[ext_resource type="Script" path="res://src/player/shot_setup/shot_setup.gd" id="1_r6ei4"]
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[ext_resource type="Script" path="res://src/player/shot_setup/ball_point.gd" id="2_e6i3g"]
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[ext_resource type="PackedScene" uid="uid://c2k88ns0h5ie1" path="res://src/ui/3d/arrow/arrow.tscn" id="2_s70wl"]
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[ext_resource type="PackedScene" uid="uid://dcqxlbsrubapk" path="res://src/equipment/balls/plasma_ball/plasma_ball.tscn" id="3_8dte7"]
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[ext_resource type="PackedScene" uid="uid://1s3gywmoi20e" path="res://src/characters/player_characters/gfolf_girl/gfolf_girl.tscn" id="3_e4aur"]
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[ext_resource type="PackedScene" uid="uid://fht6j87o8ecr" path="res://src/ui/3d/projectile_arc/projectile_arc.tscn" id="4_ry2ho"]
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[ext_resource type="PackedScene" uid="uid://dbdul15c4oblg" path="res://src/ui/3d/projected_target.tscn" id="6_mynqj"]
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[ext_resource type="Script" path="res://src/player/shot_setup/hitbox.gd" id="7_uh8kn"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lnol1"]
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albedo_color = Color(0, 0.537255, 1, 1)
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[sub_resource type="CylinderMesh" id="CylinderMesh_ql2ui"]
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material = SubResource("StandardMaterial3D_lnol1")
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top_radius = 0.02
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bottom_radius = 0.02
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height = 1.0
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[sub_resource type="Animation" id="Animation_ug2a7"]
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length = 0.001
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tracks/0/type = "value"
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@ -213,18 +204,7 @@ script = ExtResource("1_r6ei4")
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[node name="BallPoint" type="Node3D" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.08, 0)
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[node name="PlasmaBall" parent="BallPoint" instance=ExtResource("3_8dte7")]
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unique_name_in_owner = true
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[node name="BallImpulseDebug" type="Node3D" parent="BallPoint"]
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unique_name_in_owner = true
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visible = false
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[node name="MeshInstance3D" type="MeshInstance3D" parent="BallPoint/BallImpulseDebug"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, -0.5)
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mesh = SubResource("CylinderMesh_ql2ui")
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skeleton = NodePath("../..")
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script = ExtResource("2_e6i3g")
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[node name="PlayerPivot" type="Node3D" parent="."]
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unique_name_in_owner = true
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@ -350,7 +330,7 @@ visible = false
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initial_speed = 50.0
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time_step = 0.01
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max_steps = 800
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excluded_bodies = [NodePath("../../BallPoint/PlasmaBall")]
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excluded_bodies = [null]
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[node name="ProjectedTarget" parent="ArrowPivot/ShotProjection" instance=ExtResource("6_mynqj")]
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@ -365,15 +345,13 @@ libraries = {
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unique_name_in_owner = true
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one_shot = true
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[node name="Hitbox" type="Area3D" parent="." node_paths=PackedStringArray("ignored_balls")]
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[node name="Hitbox" type="Area3D" parent="."]
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script = ExtResource("7_uh8kn")
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ignored_balls = [NodePath("../BallPoint/PlasmaBall")]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Hitbox"]
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shape = SubResource("SphereShape3D_xvvdi")
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[connection signal="entered_water" from="BallPoint/PlasmaBall" to="." method="_on_ball_entered_water"]
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[connection signal="sleeping_state_changed" from="BallPoint/PlasmaBall" to="." method="_on_ball_sleeping_state_changed"]
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[connection signal="ball_changed" from="BallPoint" to="." method="_on_game_ball_changed"]
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[connection signal="timeout" from="BallReturnTimer" to="." method="_on_ball_return_timer_timeout"]
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[connection signal="ball_collision" from="Hitbox" to="." method="_on_hitbox_ball_collision"]
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[connection signal="body_entered" from="Hitbox" to="Hitbox" method="_on_body_entered"]
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