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authorjacopograndi <jacopo.grandi@outlook.it>2021-12-24 21:10:33 +0100
committerjacopograndi <jacopo.grandi@outlook.it>2021-12-24 21:10:33 +0100
commite9598b88841374301646a7115253ab38ac904e4c (patch)
tree0ddc46c3ebd34762408cb108a3dbfb98d669af85 /scripts/movement.gd
parent156420f2a4635a84390e8ff488d12b8f84fea94f (diff)
working
Diffstat (limited to 'scripts/movement.gd')
-rw-r--r--scripts/movement.gd398
1 files changed, 82 insertions, 316 deletions
diff --git a/scripts/movement.gd b/scripts/movement.gd
index 0b7726d..587b338 100644
--- a/scripts/movement.gd
+++ b/scripts/movement.gd
@@ -1,209 +1,132 @@
extends KinematicBody
+var in_editor : bool = false
+
var vel = Vector3()
-var _mouse = Vector2()
-var sensitivity_mouse = 0.1
+var camera = Camera
-var _camera : Camera
+var _mouse = Vector2()
+var sensitivity_mouse = 10
-var _normal = Vector3.ZERO
-var _colliding = false
-var _colliding_group = []
-var _colliding_node
-var _collision_point
+var placer : Spatial
var _pivot
var _pivot_dist
-var _pivot_rot
-var _pivot_look
+var _orbit_timer
-var _world
+var _world : VoxelMesh
-var _turret : PackedScene
-var _turret_holder
-var _turret_blues = []
+var _gui : Control
-var _attach_point
-var _attach_point_holder
+var _turret_holder : Node
+var _attach_point_holder : Node
+var path_holder : Node
+var load_turrets : Node
+var ptr : Node
-var _path_start
-var _path
-var _path_end
-var _path_holder
+var _enemies : Node
-var sel = 0;
-var sel_map = [
- "turrets", "path start", "path", "path end", "attach point"
-]
+var sel = {
+ "type": "",
+ "name": ""
+}
func _ready():
- _camera = $Camera
+ camera = $camera
+ placer = $placer
- _world = self.get_parent().find_node("world")
- _turret_holder = self.get_parent().find_node("turrets")
- _path_holder = self.get_parent().find_node("path")
- _attach_point_holder = self.get_parent().find_node("attach")
+ var root = get_tree().root.get_child(0)
- _turret = load("res://scenes/turret.tscn")
- _path_start = load("res://scenes/path_start.tscn")
- _path = load("res://scenes/path.tscn")
- _path_end = load("res://scenes/path_end.tscn")
- _attach_point = load("res://scenes/attach_point.tscn")
+ path_holder = root.get_node("path")
+ _gui = root.get_node("gui")
+ _enemies = root.get_node("enemies")
+ ptr = root.find_node("pointer");
- load_turrets()
+ var saveload = root.get_node("saveload")
+ load_turrets = saveload.get_node("load_turrets")
- #_save()
- _load()
-
-func load_turrets():
- _turret_blues = []
- var dir = Directory.new()
- dir.open("res://models/turrets")
- dir.list_dir_begin(true)
- var turr = dir.get_next()
- while turr != "":
- if (turr.ends_with(".glb")):
- _turret_blues.append(load("res://models/turrets/" + turr))
- turr = dir.get_next()
-
-func get_map_state ():
- var state = {}
+ _gui.refresh(in_editor)
- state["voxels"] = []
- for pos in _world.get_voxels():
- var vox = { "pos": [pos.x, pos.y, pos.z], "id":_world.get_voxel_id(pos) }
- state["voxels"] += [vox]
+ refresh_path()
- state["path"] = []
- for node in _path_holder.get_children():
- var pos = node.transform.origin;
- var rot = node.transform.basis.get_rotation_quat();
- var pobj = {
- "pos": [pos.x, pos.y, pos.z],
- "rot": [rot.x, rot.y, rot.z, rot.w],
- "id": node.name
- }
- state["path"] += [pobj]
+func refresh_gui():
+ _gui.refresh(in_editor)
- state["attach"] = []
- for node in _attach_point_holder.get_children():
- var pos = node.transform.origin;
- var rot = node.transform.basis.get_rotation_quat();
- var pobj = {
- "pos": [pos.x, pos.y, pos.z],
- "rot": [rot.x, rot.y, rot.z, rot.w],
- "id": node.name
- }
- state["attach"] += [pobj]
-
- return state
-
-func set_map_state (state):
- _world.erase_voxels()
- for vox in state["voxels"]:
- var vecpos = Vector3(vox.pos[0], vox.pos[1], vox.pos[2]);
- _world.set_voxel(vecpos, vox.id)
- _world.update_mesh()
+func gui_editor_toggle_event ():
+ in_editor = !in_editor
+ _gui.refresh(in_editor)
+ refresh_path()
- clear_children(_path_holder)
- for pobj in state["path"]:
- var blue = _path
- if "start" in pobj.id:
- blue = _path_start
- if "end" in pobj.id:
- blue = _path_end
- var instance = blue.instance()
- _path_holder.add_child(instance)
- var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
- instance.transform.origin = vecpos;
- var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
- instance.transform.basis = Basis(quat);
+func gui_start_wave_event ():
+ refresh_path()
+ _enemies.spawn()
+ _gui.refresh(in_editor)
- clear_children(_attach_point_holder)
- for pobj in state["attach"]:
- var blue = _attach_point
- var instance = blue.instance()
- _attach_point_holder.add_child(instance)
- var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
- instance.transform.origin = vecpos;
- var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
- instance.transform.basis = Basis(quat);
-
-
-func _save():
- var save_game = File.new()
- save_game.open("user://map0.json", File.WRITE)
- save_game.store_string(to_json(get_map_state()))
- save_game.close()
- print("saved")
-
-func _load():
- var save_game = File.new()
- save_game.open("user://map0.json", File.READ)
- var raw = save_game.get_as_text()
- save_game.close()
-
- var state = parse_json(raw)
- set_map_state(state)
- print("loaded")
-
-func _process(delta):
- if Input.is_action_just_released("save"):
- _save()
- if Input.is_action_just_released("load"):
- _load()
-
-func clear_children (node):
- for n in node.get_children():
- node.remove_child(n)
- n.queue_free()
-
-func look_free (delta, m):
+func refresh_path():
+ if in_editor:
+ path_holder.show()
+ else:
+ var _res = path_holder.load_nodes()
+ path_holder.hide()
+
+func selected_event (sel_name, sel_type):
+ sel.name = sel_name
+ sel.type = sel_type
+ _gui.refresh(in_editor)
+
+ if sel_type == "turrets":
+ var info = load_turrets.info[sel.name]
+ var model = load_turrets.models[info.model_name]
+ var instance_model = model.instance()
+ instance_model.name = "preview"
+ ptr.add_child(instance_model)
+ elif sel_type != "":
+ ptr.get_node("base").visible = true
+
+func look_free (m):
self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)
var rrrot = self.transform.basis.get_rotation_quat()
self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y)
-func look_orbit(delta, m):
+func look_orbit(m):
var diff : Vector3 = self.transform.origin - _pivot
+ _pivot_dist = diff.length()
var orbit : Basis = Transform.looking_at(diff, Vector3.UP).basis
orbit = orbit.rotated(Vector3.UP, m.x)
orbit = orbit.rotated(orbit.get_rotation_quat()*Vector3.RIGHT, -m.y)
- self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)
- var rrrot = self.transform.basis.get_rotation_quat()
- self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y)
- var normdiff = diff.normalized()
self.transform.origin = _pivot - orbit.z * _pivot_dist
+
+ diff = self.transform.origin - _pivot
+ self.transform.basis = self.transform.basis.slerp( \
+ Transform.looking_at(-diff, Vector3.UP).basis, _orbit_timer)
+
func _move_input(delta):
- var dir = Vector3()
-
var m = _mouse
+ m *= delta
_mouse = Vector2()
-
- var orbiting = false
if Input.is_action_just_pressed("orbit"):
- if _colliding:
- _pivot = _collision_point
+ if placer.colliding:
+ _pivot = placer.collision_point
var diff : Vector3 = self.transform.origin - _pivot
- _pivot_rot = Transform.looking_at(diff, Vector3.UP).basis.get_rotation_quat()
_pivot_dist = diff.length()
- _pivot_look = Transform(Basis(), _collision_point)
+ _orbit_timer = 0
else: _pivot = null
+ Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
+
if Input.is_action_pressed("orbit"):
+ Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if _pivot != null:
- orbiting = true
- look_orbit(delta, m)
+ _orbit_timer = min(1, _orbit_timer+delta * 2)
+ look_orbit(m)
else:
- look_free(delta, m)
-
- Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
-
- if Input.is_action_pressed("look"):
- look_free(delta, m)
+ look_free(m)
+ elif Input.is_action_pressed("look"):
+ look_free(m)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
var input_movement_vector = Vector3()
@@ -221,7 +144,7 @@ func _move_input(delta):
input_movement_vector.y -= 1
input_movement_vector = input_movement_vector.normalized()
- dir = self.transform.basis.get_rotation_quat() * input_movement_vector
+ var dir : Vector3 = self.transform.basis.get_rotation_quat() * input_movement_vector
vel += dir * delta;
vel *= 0.8
@@ -230,164 +153,7 @@ func _move_input(delta):
if collision: vel = Vector3(0, 0, 0)
func _physics_process(delta):
- if Input.is_action_just_released("cycle_forward"):
- sel += 1
- if sel >= len(sel_map):
- sel = len(sel_map)-1
- if Input.is_action_just_released("cycle_backward"):
- sel -= 1
- if sel < 0:
- sel = 0
-
_move_input(delta)
- _pointer()
-
-func check_overlap_pointer():
- var ptr = self.get_parent().find_node("pointer");
-
- var overlap = false
- var space = get_world().direct_space_state
-
- var center = ptr.transform.origin + _normal*0.25
-
- var shape: = BoxShape.new()
- shape.extents = Vector3(0.24, 0.24, 0.24)
-
- var params: = PhysicsShapeQueryParameters.new()
- params.set_shape(shape)
- params.collision_mask = 3
- params.transform = Transform.IDENTITY
- params.transform.origin = center
-
- var result = space.intersect_shape(params)
- for body in result:
- if !body.collider.get_parent().is_in_group("attach"):
- overlap = true
- break
-
- for pos in _world.get_voxels():
- var wpos = pos * 0.5
- wpos += Vector3.ONE * (0.5 / 2)
- var dist = (wpos - center).length_squared()
- if dist < 0.1:
- overlap = true
- break
-
- for node in _path_holder.get_children():
- var pos = node.transform.origin
- var dist = (pos - center).length_squared()
- if dist < 0.1:
- overlap = true
- break
-
- return overlap
-
-func _inst_turret (pos, rot):
- var instance = _turret.instance()
- _turret_holder.add_child(instance)
- instance.transform.origin = pos;
- instance.transform.basis = Basis(rot);
- instance.refresh_normal()
- var instance_model = _turret_blues[0].instance()
- instance_model.name = "model"
- instance.add_child(instance_model)
- instance.refresh_model()
-
-func _inst_path_start (pos, rot):
- var instance = _path_start.instance()
- _path_holder.add_child(instance)
- instance.transform.origin = pos + _normal * 0.25;
- instance.transform.basis = Basis(rot);
-
-func _inst_path (pos, rot):
- var instance = _path.instance()
- _path_holder.add_child(instance)
- instance.transform.origin = pos + _normal * 0.25;
- instance.transform.basis = Basis(rot);
- instance.set_name("path")
- _colliding_node.transform.basis = Basis(rot);
-
-func _inst_path_end (pos, rot):
- var instance = _path_end.instance()
- _path_holder.add_child(instance)
- instance.transform.origin = pos + _normal * 0.25
- instance.transform.basis = Basis(rot);
-
-func _inst_attach (pos, rot):
- var instance = _attach_point.instance()
- _attach_point_holder.add_child(instance)
- instance.transform.origin = pos;
- instance.transform.basis = Basis(rot);
-
-func place (group, inst : FuncRef):
- var ptr = self.get_parent().find_node("pointer");
- if Input.is_action_just_pressed("use"):
- if _colliding && group in _colliding_group:
- if !check_overlap_pointer():
- inst.call_func(ptr.transform.origin, ptr.transform.basis.get_rotation_quat())
-
-func delete (group):
- if Input.is_action_just_pressed("cancel"):
- if _colliding && group in _colliding_group:
- _colliding_node.queue_free()
-
-func _pointer ():
- var ptr = self.get_parent().find_node("pointer");
-
- var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState
- var mouse2d = get_viewport().get_mouse_position()
- var from = _camera.project_ray_origin(mouse2d)
- var to = (from + _camera.project_ray_normal(mouse2d) * 5)
-
- ptr.transform.origin = to
-
- var mask = 1
- if sel in [1, 2, 3]: mask = 3
- var result = space.intersect_ray(from, to, [], mask)
- if result.size() > 0:
- ptr.get_child(0).visible = true
-
- _colliding = true
- _normal = result.normal;
- _collision_point = result.position
-
- var node = result.collider.get_parent()
- _colliding_node = node
- _colliding_group = node.get_groups()
-
- if ("voxels" in _colliding_group or "path" in _colliding_group):
- var cpos = result.position - _normal * (0.5 / 2)
- var _cursor_position = (cpos / 0.5).floor() * 0.5
- _cursor_position += Vector3.ONE * (0.5 / 2) + _normal * (0.5 / 2)
- _collision_point = _cursor_position
-
- if ("attach" in _colliding_group):
- _collision_point = node.global_transform.origin;
- _normal = (node.global_transform.basis.get_rotation_quat() * Vector3.UP).normalized();
-
- ptr.transform.basis = Basis(Utils.quat_look(_normal, Vector3.UP))
- ptr.transform.origin = _collision_point
- else:
- _colliding = false
- _colliding_group = []
- ptr.get_child(0).visible = false
-
- match sel:
- 0:
- place("attach", funcref(self, "_inst_turret"))
- delete("turret")
- 1:
- place("voxels", funcref(self, "_inst_path_start"))
- delete("path")
- 2:
- place("path", funcref(self, "_inst_path"))
- delete("path")
- 3:
- place("path", funcref(self, "_inst_path_end"))
- delete("path")
- 4:
- place("voxels", funcref(self, "_inst_attach"))
- delete("attach")
func _input(event):
if event is InputEventMouseMotion: