initial commit: canny cat basic movement, bouncing, some gridmap tiles for levels
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e1b43c8bc5
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117
objects/canny_cat.gd
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117
objects/canny_cat.gd
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extends CharacterBody3D
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@export var power_scale: float
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@export var power_sensitivity: float
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@export var power_threshold: float
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@export_group("Movement")
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@export var gravity: float
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@export var friction: float
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@export var stop_threshold: float
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@export_group("Camera", "camera_")
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@export_range(0,90,1,"radians_as_degrees") var camera_low_angle: float
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@export_range(0,90,1,"radians_as_degrees") var camera_high_angle: float
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@export_range(0,90,0.5,"radians_as_degrees") var camera_yaw_sensitivity: float
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@export_range(0,90,0.5,"radians_as_degrees") var camera_pitch_sensitivity: float
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@export_group("Node References")
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@export var state_chart: StateChart
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@export var power_indicator: Node3D
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@export var camera_arm: SpringArm3D
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@export var wall_detector: PhysicsBody3D
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var power: float = 0.0:
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set(value):
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power = clampf(value, 0.0, 1.0)
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var charging_power: bool = false
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var prev_velocity: Vector3 = Vector3.ZERO
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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prev_velocity = velocity
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move_and_slide()
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state_chart.set_expression_property(&"velocity", velocity)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed(&"charge_shot"):
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state_chart.send_event(&"charge_pressed")
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if event.is_action_released(&"charge_shot"):
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state_chart.send_event(&"charge_released")
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if event is InputEventMouseMotion:
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camera_arm.rotate_y(event.screen_relative.x * camera_yaw_sensitivity)
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if charging_power:
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power += event.screen_relative.y * power_sensitivity
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else:
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camera_arm.rotation.x -= event.screen_relative.y * camera_pitch_sensitivity
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camera_arm.rotation.x = clampf(camera_arm.rotation.x, -camera_high_angle, -camera_low_angle)
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#region Charging
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func _start_charge() -> void:
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charging_power = true
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power_indicator.visible = true
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power_indicator.scale.z = 0.0
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power = 0.0
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func _update_charge(_delta: float) -> void:
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power_indicator.scale.z = power
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var camera_z = get_viewport().get_camera_3d().global_transform.basis.z
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camera_z.y = 0.0
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power_indicator.look_at(power_indicator.global_position + camera_z, Vector3.UP, true)
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func _end_charge() -> void:
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charging_power = false
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power_indicator.visible = false
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if power >= power_threshold:
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var camera_z = get_viewport().get_camera_3d().global_transform.basis.z
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camera_z.y = 0.0
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velocity = -camera_z.normalized() * power * power_scale
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prev_velocity = velocity
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_bounce_on_walls(1.0/60.0)
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#endregion
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#region Moving
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func _apply_gravity(delta: float) -> void:
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velocity.y -= gravity * delta
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func _slow_to_stop(delta: float) -> void:
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if is_on_floor():
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var new_velocity = velocity
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new_velocity.y = 0.0
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new_velocity = new_velocity.move_toward(Vector3.ZERO, friction * delta)
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if new_velocity.length_squared() <= stop_threshold * stop_threshold:
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new_velocity = Vector3.ZERO
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new_velocity.y = velocity.y
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velocity = new_velocity
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func _bounce_on_walls(delta: float = 0.0) -> void:
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var h_vel = (prev_velocity * Vector3(1.0, 0.0, 1.0))
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var col = move_and_collide(h_vel * delta, true)
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if col:
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if col.get_angle() > floor_max_angle:
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h_vel = h_vel.bounce(col.get_normal())
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velocity.x = h_vel.x
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velocity.z = h_vel.z
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#var h_vel = (prev_velocity * Vector3(1.0, 0.0, 1.0))
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#if not h_vel.is_zero_approx():
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#wall_detector.look_at(wall_detector.global_position - h_vel)
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#wall_detector.force_shapecast_update()
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#if wall_detector.is_colliding():
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#for i in wall_detector.get_collision_count():
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#h_vel = h_vel.bounce(wall_detector.get_collision_normal(i))
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#velocity.x = h_vel.x
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#velocity.z = h_vel.z
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#endregion
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