more work on look and feel

This commit is contained in:
derek
2025-06-25 14:26:15 -05:00
parent a71bb712c5
commit 3a3ab0f90c
7 changed files with 26 additions and 265 deletions

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@@ -32,7 +32,14 @@ animation/trimming=false
animation/remove_immutable_tracks=true animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false animation/import_rest_as_RESET=false
import_script/path="" import_script/path=""
_subresources={} _subresources={
"materials": {
"BASE": {
"use_external/enabled": true,
"use_external/path": "uid://b4rpp31c0dx2m"
}
}
}
blender/nodes/visible=0 blender/nodes/visible=0
blender/nodes/active_collection_only=false blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true blender/nodes/punctual_lights=true

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@@ -9,6 +9,7 @@ dof_blur_far_enabled = true
dof_blur_far_distance = 15.0 dof_blur_far_distance = 15.0
dof_blur_near_enabled = true dof_blur_near_enabled = true
dof_blur_near_distance = 6.0 dof_blur_near_distance = 6.0
dof_blur_amount = 0.5
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_70173"] [sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_70173"]

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@@ -46,12 +46,15 @@ blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_hrwv8") shadow_mesh = SubResource("ArrayMesh_hrwv8")
[sub_resource type="SphereShape3D" id="SphereShape3D_2djid"] [sub_resource type="SphereShape3D" id="SphereShape3D_2djid"]
margin = 0.001
radius = 0.124843 radius = 0.124843
[node name="GOLDCOIN" type="RigidBody3D"] [node name="GOLDCOIN" type="RigidBody3D"]
collision_layer = 0 collision_layer = 0
continuous_cd = true continuous_cd = true
contact_monitor = true contact_monitor = true
linear_damp = 1.0
angular_damp = 1.0
[node name="Cylinder" type="MeshInstance3D" parent="."] [node name="Cylinder" type="MeshInstance3D" parent="."]
material_override = ExtResource("1_2djid") material_override = ExtResource("1_2djid")

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@@ -6,17 +6,25 @@ const CAM_CHANGE_SPEED = 2.0
var MAX_CAM_HEIGHT = position.y + CHANGE_AMT_ON_SCROLL var MAX_CAM_HEIGHT = position.y + CHANGE_AMT_ON_SCROLL
var MIN_CAM_HEIGHT = position.y - (CHANGE_AMT_ON_SCROLL * 2) var MIN_CAM_HEIGHT = position.y - (CHANGE_AMT_ON_SCROLL * 2)
@onready var target = get_parent()
func _process(delta: float) -> void: func _process(delta: float) -> void:
look_at(get_parent().global_position,Vector3.UP) look_at(get_parent().global_position,Vector3.UP)
camera_fov()
camera_height_change(delta) camera_height_change(delta)
func camera_fov():
var distance_to_target = global_position.distance_to(target.global_position)
attributes.dof_blur_far_distance = distance_to_target + 15.0
attributes.dof_blur_near_distance = distance_to_target - 3
func camera_height_change(delta): func camera_height_change(delta):
#if global_position.y == height_target: #if global_position.y == height_target:
if Input.is_action_just_pressed("scroll_down"): if Input.is_action_just_pressed("scroll_up"):
height_target = clamp(height_target - CHANGE_AMT_ON_SCROLL,MIN_CAM_HEIGHT,MAX_CAM_HEIGHT) height_target = clamp(height_target - CHANGE_AMT_ON_SCROLL,MIN_CAM_HEIGHT,MAX_CAM_HEIGHT)
if Input.is_action_just_pressed("scroll_up"): if Input.is_action_just_pressed("scroll_down"):
height_target = clamp(height_target + CHANGE_AMT_ON_SCROLL,MIN_CAM_HEIGHT,MAX_CAM_HEIGHT) height_target = clamp(height_target + CHANGE_AMT_ON_SCROLL,MIN_CAM_HEIGHT,MAX_CAM_HEIGHT)
global_position.y = height_target global_position.y = height_target