added breakable vent

This commit is contained in:
derek
2024-12-12 15:08:44 -06:00
parent 7e3ea3602c
commit 763b074148
29 changed files with 1882 additions and 56 deletions

22
scripts/HelperFuncs.gd Normal file
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@@ -0,0 +1,22 @@
extends Node
## ANGLES
# Check if a colliding body is aligned within a given angle of the object
# max_angle_diff --- note: set to 1 if angle won't be counted
# currently only works when objects are scaled (1,1,1)
func angle_velocity_aligned(source:Node,source_angle:Vector3,body:Node,max_angle_diff:Vector3):
var obj_direction = source.basis * source_angle
print("SOURCE BASIS ",source.basis)
var player_direction = body.velocity.normalized()
var diff = abs(abs(obj_direction) - abs(player_direction))
print("------------------------------------------------------------")
print("OBJ DIRECTION: ",obj_direction)
print("PLAYER DIRECTION: ", player_direction)
print("MAX ANGLE DIFF ",max_angle_diff)
print("DIFFERENCE: ", diff)
print("------------------------------------------------------------")
if diff.x <= max_angle_diff.x and diff.y <= max_angle_diff.y and diff.z <= max_angle_diff.z:
return true
else:
return false

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@@ -383,7 +383,7 @@ func _physics_process(delta):
else:
moveable_holder.rotation.y -= deg_to_rad(45)
for i in range(10):
for i in range(1,9):
if Input.is_action_just_pressed("numb_" + str(i)):
if gun != null:
if !gun.anim_player.is_playing():

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@@ -6,7 +6,6 @@ extends Node3D
@export var taunts : Array[String] = []
@onready var outline_meshes = [$Spikes1/MeshInstance3D]
@onready var ray_cast: RayCast3D = $RayCast3D
# Called when the node enters the scene tree for the first time.
@@ -20,5 +19,7 @@ func _process(delta: float) -> void:
func _on_area_3d_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
body.hit(damage,self,enemy_type)
body.velocity = ray_cast.global_transform.basis * Vector3(0,0,-pushback)
if HelperFuncs.angle_velocity_aligned(self,Vector3(0,-1,0),body,Vector3(.7,.7,.7)):
body.hit(damage,self,enemy_type)
var bounce_velocity = -body.velocity
body.velocity = bounce_velocity

56
scripts/vent_1.gd Normal file
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@@ -0,0 +1,56 @@
extends Node3D
@export var broken_object : Resource
@export var break_velocity : float = 10
var can_break : bool = true
var break_on_land : bool = false
var held_currently : bool = false
@onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D
@onready var breaking_sound: AudioStreamPlayer3D = $BreakingSound
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func breaking(current_velocity):
breaking_sound.play()
var spawn_broken = broken_object.instantiate()
spawn_broken.position = global_position
spawn_broken.transform.basis = global_transform.basis
spawn_broken.rotation = rotation
var pieces = spawn_broken.get_children()
for piece in pieces:
if piece is RigidBody3D:
piece.linear_velocity += current_velocity
get_tree().get_root().add_child(spawn_broken)
visible = false
await get_tree().create_timer(.5).timeout
queue_free()
func _on_area_3d_body_entered(body: Node3D) -> void:
if can_break:
if body.is_in_group("player") and body.crouched and body.velocity.length() > 5:
if HelperFuncs.angle_velocity_aligned(self,Vector3(0,0,1),body,Vector3(.2,1,.2)):
collision_shape_3d.disabled = true
can_break = false
breaking(body.velocity)
func save():
var save_dict = {
"filename" : get_scene_file_path(),
"parent" : get_parent().get_path(),
"pos_x" : position.x,
"pos_y" : position.y,
"pos_z" : position.z,
"rot_x" : rotation.x,
"rot_y" : rotation.y,
"rot_z" : rotation.z,
}
return save_dict