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

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()