keys and doors working

This commit is contained in:
derek
2024-10-18 15:54:16 -05:00
parent fd0e69c4f1
commit 38da419c1c
8 changed files with 176 additions and 26 deletions

47
scripts/key_door.gd Normal file
View File

@@ -0,0 +1,47 @@
extends Node3D
@onready var level_control = get_tree().current_scene
@export var anim_player : Node
@export var door_open_start : bool = false
@export_enum("Silver", "Gold", "Special") var key_type_required: int
@export var special_key_name : String
var door_open : bool
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
door_open = door_open_start
if door_open:
open()
else:
close()
func open():
door_open = true
anim_player.play("open")
func close():
door_open = false
anim_player.play("close")
func interact():
if !door_open:
print("checking keys..." + str(level_control.keys))
var exit = false
for i in level_control.keys:
if !exit:
if i[0] == key_type_required:
if key_type_required == 2:
if i[1] == special_key_name:
open()
level_control.keys.erase(i)
exit = true
else:
open()
level_control.keys.erase(i)
exit = true

View File

@@ -4,16 +4,36 @@ extends RigidBody3D
@export var special_key_name : String
@export var collision_shape : Node
@onready var level_control = get_tree().current_scene
@onready var player = get_tree().current_scene.player
var pickupable = true
var pick_up = false
var rand_amt
var player_follow
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_to_group("pickup")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _physics_process(delta: float) -> void:
if player_follow != null:
if !pick_up:
angular_velocity = lerp(angular_velocity, Vector3(0,0,0), delta)
position = lerp(position, player.item_holder.global_position, 25 * delta)
if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
await get_tree().create_timer(1).timeout
position = lerp(position, player.camera.global_position, .01 * delta)
await get_tree().create_timer(.01).timeout
picked_up()
func picked_up():
pass
var key_attributes = [key_type, special_key_name]
level_control.keys.append(key_attributes)
print(level_control.keys)
queue_free()

View File

@@ -159,6 +159,7 @@ func _physics_process(delta):
air_dash -= 1
print("AIR DASH " +str(air_dash))
#walking
if is_on_floor() and !is_climbing:
if direction:
velocity.x = lerp(velocity.x, direction.x * speed, delta * WALK_TRANSITION_SPEED)
@@ -166,6 +167,7 @@ func _physics_process(delta):
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
#ladder movement
elif is_climbing:
gravity = 0.0
if direction:
@@ -174,9 +176,10 @@ func _physics_process(delta):
else:
velocity.y = lerp(velocity.y, -direction.z * speed, delta * 6.5)
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
#movement in air
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
velocity.x = lerp(velocity.x, direction.x * speed, delta * 3)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 3)
# Head bob
t_bob += delta * velocity.length() * float(is_on_floor())