Prog
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@@ -4,28 +4,28 @@ class_name Player extends CharacterBody3D
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@export var _movement:PlayerMovement
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@export var facingDirection:EntityMovement.FacingDirection:
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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@export var walkSpeed:float = 48.0:
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set(value):
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if _movement:
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_movement.walkSpeed = value
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get:
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if _movement:
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return _movement.walkSpeed
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return 48.0
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set(value):
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if _movement:
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_movement.walkSpeed = value
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get:
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if _movement:
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return _movement.walkSpeed
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return 48.0
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@export var runSpeed:float = 64.0:
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set(value):
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if _movement:
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_movement.runSpeed = value
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get:
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if _movement:
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return _movement.runSpeed
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return 64.0
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set(value):
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if _movement:
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_movement.runSpeed = value
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get:
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if _movement:
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return _movement.runSpeed
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return 64.0
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@@ -9,25 +9,25 @@ const CAMERA_PIXEL_SCALE = 1.0
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@export var offset:Vector3 = Vector3(0, 0, 12)
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func _process(delta: float) -> void:
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if !camera || !target:
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return
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if !camera || !target:
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return
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# I tried a few things but this is most consistent for both backbuffer and
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# framebuffer viewports.
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var viewportHeight = get_viewport().get_visible_rect().size.y;
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var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
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# I tried a few things but this is most consistent for both backbuffer and
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# framebuffer viewports.
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var viewportHeight = get_viewport().get_visible_rect().size.y;
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var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
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var z:float = (
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tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
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(viewportHeight / 2.0)
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) / unitScale;
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var look = target.global_position;
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var position = offset + look;
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var z:float = (
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tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
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(viewportHeight / 2.0)
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) / unitScale;
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var look = target.global_position;
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var position = offset + look;
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camera.look_at_from_position(
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Vector3(position.x, position.y + z, position.z),
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look
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);
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camera.look_at_from_position(
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Vector3(position.x, position.y + z, position.z),
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look
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);
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pass
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pass
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@@ -4,10 +4,10 @@ class_name PlayerInput extends Node
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@export var movement:PlayerMovement
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("pause"):
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PAUSE.menuPause()
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if Input.is_action_just_pressed("pause"):
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PAUSE.menuPause()
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if Input.is_action_just_pressed("interact"):
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interaction.interact()
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if Input.is_action_just_pressed("interact"):
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interaction.interact()
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movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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@@ -4,24 +4,24 @@ class_name PlayerInteraction extends Node
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@export var player:CharacterBody3D
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func canInteract() -> bool:
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if PAUSE.isMovementPaused():
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return false
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return true
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if PAUSE.isMovementPaused():
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return false
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return true
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func interact() -> void:
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if !canInteract():
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return
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if !canInteract():
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return
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var overlapping = interactableArea.get_overlapping_areas()
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var interactable: InteractableArea = null
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var overlapping = interactableArea.get_overlapping_areas()
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var interactable: InteractableArea = null
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for node in overlapping:
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if !(node is InteractableArea):
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continue
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interactable = node
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break
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for node in overlapping:
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if !(node is InteractableArea):
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continue
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interactable = node
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break
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if !interactable:
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return
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if !interactable:
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return
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interactable.interactEvent.emit(player)
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interactable.interactEvent.emit(player)
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@@ -2,6 +2,6 @@
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class_name PlayerMovement extends "res://entity/EntityMovement.gd"
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func canMove() -> bool:
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if PAUSE.isMovementPaused():
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return false
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return true
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if PAUSE.isMovementPaused():
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return false
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return true
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