This commit is contained in:
2025-11-26 18:57:37 -06:00
parent 1e83200bba
commit d532a9ab21
25 changed files with 525 additions and 534 deletions

View File

@@ -4,28 +4,28 @@ class_name Player extends CharacterBody3D
@export var _movement:PlayerMovement
@export var facingDirection:EntityMovement.FacingDirection:
set(value):
if _movement:
_movement.facingDir = value
get:
if _movement:
return _movement.facingDir
return EntityMovement.FacingDirection.SOUTH
set(value):
if _movement:
_movement.facingDir = value
get:
if _movement:
return _movement.facingDir
return EntityMovement.FacingDirection.SOUTH
@export var walkSpeed:float = 48.0:
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 48.0
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 48.0
@export var runSpeed:float = 64.0:
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 64.0
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 64.0

View File

@@ -9,25 +9,25 @@ const CAMERA_PIXEL_SCALE = 1.0
@export var offset:Vector3 = Vector3(0, 0, 12)
func _process(delta: float) -> void:
if !camera || !target:
return
if !camera || !target:
return
# I tried a few things but this is most consistent for both backbuffer and
# framebuffer viewports.
var viewportHeight = get_viewport().get_visible_rect().size.y;
var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
# I tried a few things but this is most consistent for both backbuffer and
# framebuffer viewports.
var viewportHeight = get_viewport().get_visible_rect().size.y;
var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
var z:float = (
tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
(viewportHeight / 2.0)
) / unitScale;
var look = target.global_position;
var position = offset + look;
var z:float = (
tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
(viewportHeight / 2.0)
) / unitScale;
var look = target.global_position;
var position = offset + look;
camera.look_at_from_position(
Vector3(position.x, position.y + z, position.z),
look
);
camera.look_at_from_position(
Vector3(position.x, position.y + z, position.z),
look
);
pass
pass

View File

@@ -4,10 +4,10 @@ class_name PlayerInput extends Node
@export var movement:PlayerMovement
func _process(delta: float) -> void:
if Input.is_action_just_pressed("pause"):
PAUSE.menuPause()
if Input.is_action_just_pressed("pause"):
PAUSE.menuPause()
if Input.is_action_just_pressed("interact"):
interaction.interact()
if Input.is_action_just_pressed("interact"):
interaction.interact()
movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()

View File

@@ -4,24 +4,24 @@ class_name PlayerInteraction extends Node
@export var player:CharacterBody3D
func canInteract() -> bool:
if PAUSE.isMovementPaused():
return false
return true
if PAUSE.isMovementPaused():
return false
return true
func interact() -> void:
if !canInteract():
return
if !canInteract():
return
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
if !interactable:
return
if !interactable:
return
interactable.interactEvent.emit(player)
interactable.interactEvent.emit(player)

View File

@@ -2,6 +2,6 @@
class_name PlayerMovement extends "res://entity/EntityMovement.gd"
func canMove() -> bool:
if PAUSE.isMovementPaused():
return false
return true
if PAUSE.isMovementPaused():
return false
return true