Ball abilities & powerball

This commit is contained in:
Rob Kelly 2024-12-14 19:52:05 -07:00
parent e79d51b727
commit fcbc8c6f0a
14 changed files with 249 additions and 8 deletions

BIN
assets/sprites/particles/dot.png (Stored with Git LFS) Normal file

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://67r5iwexjlsc"
path="res://.godot/imported/dot.png-46eaa8fd8a0d7b1e6fa2fbfd53dfe4ba.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/particles/dot.png"
dest_files=["res://.godot/imported/dot.png-46eaa8fd8a0d7b1e6fa2fbfd53dfe4ba.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -84,6 +84,7 @@ ACTION_shot_zoom_out,"Zoom out"
ACTION_shot_accept,Shoot
ACTION_shot_cancel,"Cancel shot"
ACTION_shot_reset,"Reset shot"
ACTION_activate_ball,"Activate ball ability"
ACTION_select_driver,"Select driver"
ACTION_select_iron,"Select iron"
ACTION_select_wedge,"Select wedge"
@ -105,3 +106,4 @@ BALL_BASIC,Basic
BALL_PLASMA,Plasma
BALL_BRICK,Brick
BALL_BEACH,"Beach Ball"
BALL_POWER,Powerball

1 keys en
84 ACTION_shot_accept Shoot
85 ACTION_shot_cancel Cancel shot
86 ACTION_shot_reset Reset shot
87 ACTION_activate_ball Activate ball ability
88 ACTION_select_driver Select driver
89 ACTION_select_iron Select iron
90 ACTION_select_wedge Select wedge
106 BALL_PLASMA Plasma
107 BALL_BRICK Brick
108 BALL_BEACH Beach Ball
109 BALL_POWER Powerball

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@ -143,6 +143,11 @@ shot_reset={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
]
}
activate_ball={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
select_driver={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)

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@ -11,6 +11,7 @@ enum Type {
PLASMA,
BRICK,
BEACH,
POWER,
}
const TERRAIN_DAMPING_EPSILON := 1e-6
@ -52,6 +53,7 @@ var _position_on_last_wake: Vector3
var _awake := false
var _zones: Array[BallZone] = []
@onready var ability_cooldown: Timer = %AbilityCooldown
@onready var manual_sleep_timer: Timer = %ManualSleepTimer
@onready var sfx: BallSFX = %SFX
@onready var effects: BallParticleEffects = %ParticleEffects
@ -71,6 +73,19 @@ func enter_water() -> void:
entered_water.emit()
## Activate this ball's ability, if there is one.
func activate_ability() -> void:
if ability_cooldown.is_stopped():
_activate_ability()
ability_cooldown.start()
# TODO: bonk
func _activate_ability() -> void:
# Implmemented by derived type
pass
func get_damage() -> float:
print("velocity: ", linear_velocity.length())
return base_damage + linear_velocity.length_squared() * damage_force_scale

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@ -193,6 +193,10 @@ bus = &"SFX"
unique_name_in_owner = true
one_shot = true
[node name="AbilityCooldown" type="Timer" parent="."]
unique_name_in_owner = true
one_shot = true
[node name="ParticleEffects" type="Node3D" parent="."]
unique_name_in_owner = true
script = ExtResource("12_7krl6")

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@ -0,0 +1,21 @@
extends GameBall
const ABILITY_MAGNITUDE := 5.0
var _ability_impulse := Vector3.ZERO
@onready var powerball_animation: AnimationPlayer = %PowerballAnimation
func _activate_ability() -> void:
_ability_impulse = linear_velocity.normalized() * ABILITY_MAGNITUDE
can_sleep = false
freeze = true
powerball_animation.play("activate")
func _finish_ability() -> void:
can_sleep = true
freeze = false
linear_velocity = Vector3.ZERO
apply_central_impulse(_ability_impulse)

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@ -0,0 +1,146 @@
[gd_scene load_steps=18 format=3 uid="uid://deuytmxw2lc62"]
[ext_resource type="PackedScene" uid="uid://dfttci386ohip" path="res://src/equipment/balls/physics_ball/physics_ball.tscn" id="1_14gld"]
[ext_resource type="Texture2D" uid="uid://ckhiq6rfjv63u" path="res://assets/textures/gfolfball/gfolfball.png" id="2_a2gtg"]
[ext_resource type="Script" path="res://src/equipment/balls/power_ball/power_ball.gd" id="2_hy51e"]
[ext_resource type="Texture2D" uid="uid://btntjs7mbdigu" path="res://assets/textures/gfolfball/gfolfball_normal.png" id="3_60i75"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_c4cm7"]
albedo_color = Color(2, 0.266, 0.266, 1)
albedo_texture = ExtResource("2_a2gtg")
albedo_texture_force_srgb = true
metallic = 1.0
roughness = 0.67
normal_enabled = true
normal_scale = 0.2
normal_texture = ExtResource("3_60i75")
clearcoat_roughness = 0.0
uv1_scale = Vector3(3, 1.5, 3)
texture_filter = 4
[sub_resource type="SphereMesh" id="SphereMesh_0b0i7"]
material = SubResource("StandardMaterial3D_c4cm7")
radius = 0.05
height = 0.1
radial_segments = 6
rings = 6
[sub_resource type="Curve" id="Curve_ai354"]
max_value = 100.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.115, 100), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_g3kms"]
curve = SubResource("Curve_ai354")
[sub_resource type="Curve" id="Curve_jeoyl"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.709474, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_c2myg"]
curve = SubResource("Curve_jeoyl")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_k07ua"]
emission_shape = 2
emission_sphere_radius = 2.0
gravity = Vector3(0, 0, 0)
radial_accel_min = -100.0
radial_accel_max = -100.0
damping_min = 1.0
damping_max = 1.0
damping_curve = SubResource("CurveTexture_g3kms")
scale_curve = SubResource("CurveTexture_c2myg")
[sub_resource type="Curve" id="Curve_p1ob2"]
_data = [Vector2(0, 0), 0.0, 13.0505, 0, 0, Vector2(0.185404, 1), 0.0, 0.0, 0, 0, Vector2(0.986193, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v3vpa"]
cull_mode = 2
shading_mode = 0
vertex_color_use_as_albedo = true
albedo_color = Color(2, 2, 1.333, 1)
use_particle_trails = true
[sub_resource type="RibbonTrailMesh" id="RibbonTrailMesh_elifs"]
material = SubResource("StandardMaterial3D_v3vpa")
shape = 0
size = 0.1
sections = 3
section_length = 0.1
curve = SubResource("Curve_p1ob2")
[sub_resource type="Animation" id="Animation_7yrvu"]
resource_name = "activate"
length = 0.8
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ParticleEffects/PowerParticles:emitting")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [true]
}
tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.8),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"_finish_ability"
}]
}
[sub_resource type="Animation" id="Animation_6c6mi"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ParticleEffects/PowerParticles:emitting")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [false]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ospg0"]
_data = {
"RESET": SubResource("Animation_6c6mi"),
"activate": SubResource("Animation_7yrvu")
}
[node name="PowerBall" instance=ExtResource("1_14gld")]
freeze_mode = 1
script = ExtResource("2_hy51e")
[node name="BallMesh" parent="." index="0"]
mesh = SubResource("SphereMesh_0b0i7")
[node name="PowerParticles" type="GPUParticles3D" parent="ParticleEffects" index="1"]
emitting = false
amount = 32
lifetime = 0.8
one_shot = true
randomness = 1.0
trail_enabled = true
trail_lifetime = 0.4
process_material = SubResource("ParticleProcessMaterial_k07ua")
draw_pass_1 = SubResource("RibbonTrailMesh_elifs")
[node name="PowerballAnimation" type="AnimationPlayer" parent="." index="7"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_ospg0")
}

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@ -19,5 +19,6 @@ _balls = {
1: -1,
2: 5,
3: -1,
4: -1
4: -1,
5: -1
}

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@ -10,6 +10,7 @@ const SCENE_MAP: Dictionary = {
GameBall.Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"),
GameBall.Type.BRICK: preload("res://src/equipment/balls/brick/brick.tscn"),
GameBall.Type.BEACH: preload("res://src/equipment/balls/beach_ball/beach_ball.tscn"),
GameBall.Type.POWER: preload("res://src/equipment/balls/power_ball/power_ball.tscn"),
}
@export var ball: GameBall:

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@ -619,6 +619,9 @@ func _process(delta: float) -> void:
reset_enabled = false
return_ball()
if Input.is_action_just_pressed("activate_ball"):
game_ball.activate_ability()
if driving_range and Input.is_action_just_pressed("shot_accept"):
phase = Phase.AIM
return_ball()

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@ -426,13 +426,6 @@ stream_0/stream = ExtResource("15_fn6g1")
[node name="ShotSetup" type="Node3D"]
script = ExtResource("1_r6ei4")
driving_range = null
initial_club_type = null
initial_ball = null
base_power = null
base_curve = null
perfect_aim = null
keep_projection = null
[node name="BallPoint" type="Node3D" parent="."]
unique_name_in_owner = true

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@ -9,6 +9,7 @@ const Y_OFFSET := {
GameBall.Type.PLASMA: -14,
GameBall.Type.BRICK: -46,
GameBall.Type.BEACH: -78,
GameBall.Type.POWER: -110,
}
@export var value: GameBall.Type:
@ -19,6 +20,7 @@ const Y_OFFSET := {
@onready var plasma_icon: BallIcon = %PlasmaIcon
@onready var brick_icon: BallIcon = %BrickIcon
@onready var beach_icon: BallIcon = %BeachIcon
@onready var power_icon: BallIcon = %PowerIcon
func _ready() -> void:
@ -31,6 +33,7 @@ func set_state_for_player(player: WorldPlayer) -> void:
plasma_icon.quantity = player.get_balls(GameBall.Type.PLASMA)
brick_icon.quantity = player.get_balls(GameBall.Type.BRICK)
beach_icon.quantity = player.get_balls(GameBall.Type.BEACH)
power_icon.quantity = player.get_balls(GameBall.Type.POWER)
if player.shot_setup:
value = player.shot_setup.ball_type
player.on_balls_changed.connect(_set_quantity)
@ -46,6 +49,8 @@ func _get_icon(type: GameBall.Type) -> BallIcon:
return brick_icon
GameBall.Type.BEACH:
return beach_icon
GameBall.Type.POWER:
return power_icon
return null

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@ -76,3 +76,11 @@ layout_mode = 2
text = "BALL_BEACH"
quantity = 0
empty = true
[node name="PowerIcon" parent="GradientMask/BallList" instance=ExtResource("1_1v8xg")]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 27)
layout_mode = 2
text = "BALL_POWER"
quantity = 0
empty = true