Add WIP camera movement

This commit is contained in:
Nekojimi 2025-04-27 14:38:35 +01:00
parent d138db341d
commit aacfc4d78e
10 changed files with 243 additions and 20 deletions

File diff suppressed because one or more lines are too long

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@ -7,3 +7,6 @@
collision_layer = 4 collision_layer = 4
collision_mask = 31 collision_mask = 31
script = ExtResource("2_14ipn") script = ExtResource("2_14ipn")
[node name="Label3D" parent="." index="4"]
text = "awawawawawa"

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@ -27,15 +27,25 @@ config/name="TowerGame3D"
run/main_scene="uid://bwftban1ppo17" run/main_scene="uid://bwftban1ppo17"
config/features=PackedStringArray("4.4") config/features=PackedStringArray("4.4")
config/icon="uid://u1hpdb62rxlc" config/icon="uid://u1hpdb62rxlc"
addons/icon_finder/preview_size=24
[autoload]
IconsFonts="*res://addons/icons-fonts/icons_fonts/IconsFonts.gd"
[debug] [debug]
settings/stdout/print_fps=true
shapes/navigation/enable_edge_connections=false shapes/navigation/enable_edge_connections=false
shapes/navigation/enable_edge_connections_xray=false shapes/navigation/enable_edge_connections_xray=false
shapes/navigation/enable_edge_lines_xray=false shapes/navigation/enable_edge_lines_xray=false
shapes/navigation/enable_link_connections_xray=false shapes/navigation/enable_link_connections_xray=false
shapes/navigation/enable_agent_paths_xray=false shapes/navigation/enable_agent_paths_xray=false
[display]
window/vsync/vsync_mode=2
[editor] [editor]
version_control/plugin_name="GitPlugin" version_control/plugin_name="GitPlugin"
@ -43,12 +53,44 @@ version_control/autoload_on_startup=true
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/GPUTrail/plugin.cfg", "res://addons/PathMesh3D/plugin.cfg", "res://addons/git_describe/plugin.cfg", "res://addons/resources_spreadsheet_view/plugin.cfg") enabled=PackedStringArray("res://addons/GPUTrail/plugin.cfg", "res://addons/PathMesh3D/plugin.cfg", "res://addons/git_describe/plugin.cfg", "res://addons/icons-fonts/plugin.cfg", "res://addons/rakugo-nodes/plugin.cfg", "res://addons/resources_spreadsheet_view/plugin.cfg")
[global_group] [global_group]
Enemies="" Enemies=""
[input]
camera_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
camera_backward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
camera_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
]
}
camera_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
]
}
camera_set_target={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
[layer_names] [layer_names]
3d_render/layer_1="Terrain" 3d_render/layer_1="Terrain"
@ -68,6 +110,10 @@ Enemies=""
3d/default_edge_connection_margin=0.6 3d/default_edge_connection_margin=0.6
3d/default_link_connection_radius=0.5 3d/default_link_connection_radius=0.5
[physics]
common/physics_interpolation=true
[rendering] [rendering]
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=0 lights_and_shadows/directional_shadow/soft_shadow_filter_quality=0

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@ -80,6 +80,7 @@ func fire_at_target() -> void:
bullet.look_at(aim_target) bullet.look_at(aim_target)
bullet.apply_impulse((aim_target - bullet.global_position).normalized()*shot_impulse) bullet.apply_impulse((aim_target - bullet.global_position).normalized()*shot_impulse)
bullet.angular_velocity = (bullet.global_basis * Vector3(0,0,-10))
current_target = null current_target = null
ammo -= 1 ammo -= 1
if ammo <= 0: if ammo <= 0:

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@ -5,7 +5,7 @@ extends RigidBody3D
@export var lifetime: float = 2.0 @export var lifetime: float = 2.0
func _on_body_entered(body: Node) -> void: func _on_body_entered(body: Node) -> void:
print("Bullet collided with %s" % body.name) #print("Bullet collided with %s" % body.name)
if body is Unit: if body is Unit:
var speed: float = linear_velocity.length() var speed: float = linear_velocity.length()
var damage: float = speed * damage_per_speed var damage: float = speed * damage_per_speed

86
scripts/camera.gd Normal file
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@ -0,0 +1,86 @@
extends Camera3D
@export var pan_speed: float = 10
var focus_offset: Vector3 = Vector3(10, 10, 10)
var focus_object: Node3D = null
var focus_position: Vector3
var last_mouse_position: Vector2
@onready var focus_marker: Node3D = $"Camera Focus"
func _physics_process(delta: float) -> void:
var mouse_position: Vector2 = get_viewport().get_mouse_position()
var ray_origin: Vector3 = project_ray_origin(mouse_position)
var ray_normal: Vector3 = ray_origin + project_ray_normal(mouse_position) * 200
var params = PhysicsRayQueryParameters3D.create(ray_origin, ray_normal)
var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(params)
if result.has("position"):
DebugDraw3D.draw_sphere(result["position"], 0.5, Color.REBECCA_PURPLE)
if Input.is_action_just_released("camera_set_target"):
if result.has("collider") and !(result["collider"] is GridMap):
focus_object = result["collider"]
else:
focus_object = null
focus_position = result["position"]
if focus_object != null:
focus_position = focus_object.global_position
process_focus_movement(delta)
process_camera_rotation(delta)
var target_position: Vector3 = focus_position + focus_offset
if target_position.distance_squared_to(global_position) > 0:
global_position = global_position.move_toward(target_position, 30*(1/60.0))
else:
look_at(focus_position)
#global_position = global_position.lerp(target_position, 0.05)
#basis = basis.slerp(Basis.looking_at(focus_position - global_position), 0.05)
focus_marker.global_position = focus_position
#look_at(focus_position)
func process_focus_movement(delta: float) -> void:
var camera_forwards: Vector3 = -global_basis.z
camera_forwards = camera_forwards.slide(Vector3.UP).normalized()
var input_basis: Basis = Basis.looking_at(camera_forwards)
var x_input: float = Input.get_axis("camera_left", "camera_right")
var y_input: float = Input.get_axis("camera_backward", "camera_forward")
var input: Vector3 = Vector3(x_input, 0, -y_input).limit_length(1)
if input.is_zero_approx():
return
if focus_object != null:
focus_object = null
input = input_basis * input
var movement: Vector3 = input * pan_speed * delta
global_position += movement
focus_position += movement
# handle moving on/off ramps
var params: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
params.from = focus_position + Vector3(0,2,0)
params.to = focus_position - Vector3(0,2,0)
var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(params)
if result.has("position"):
focus_position = result["position"]
DebugDraw3D.draw_gizmo(Transform3D(input_basis, focus_position))
func process_camera_rotation(delta: float) -> void:
var mouse_position: Vector2 = get_viewport().get_mouse_position()
var mouse_movement: Vector2 = mouse_position - last_mouse_position
last_mouse_position = mouse_position
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
focus_offset = focus_offset.rotated(Vector3.UP, -mouse_movement.x * 0.006)
var vertical_axis: Vector3 = focus_offset.cross(Vector3.UP).normalized()
focus_offset = focus_offset.rotated(vertical_axis, mouse_movement.y * 0.006)
global_position = focus_position + focus_offset
look_at(focus_position)

1
scripts/camera.gd.uid Normal file
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@ -0,0 +1 @@
uid://tx3j02eib7ba

6
scripts/camera_focus.gd Normal file
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@ -0,0 +1,6 @@
extends Node3D
@export var movement_speed: float = 5.0
#@export_node_path("Camera3D") var camera_path: NodePath
@onready var camera: Camera3D = get_viewport().get_camera_3d()

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@ -0,0 +1 @@
uid://jinwrvx7tmqy

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@ -66,7 +66,7 @@ func unstuck() -> void:
func hurt(damage: float) -> void: func hurt(damage: float) -> void:
hp -= damage hp -= damage
print("%s hit for %f damage, HP=%f" % [name, damage, hp]) #print("%s hit for %f damage, HP=%f" % [name, damage, hp])
if hp <= 0: if hp <= 0:
die() die()