Moving files pre-refactor

This commit is contained in:
2025-08-03 21:10:58 -05:00
parent 29ebb68215
commit e0dd14c460
527 changed files with 3337 additions and 3093 deletions

15
entities/MapCamera.gd Normal file
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@tool
class_name MapCamera extends Camera3D
@export var targetFollow:Node3D = null
@export var pathFollow:PathFollow3D = null
@export var pathMap:Path3D = null
func _process(delta):
if !pathMap || !targetFollow || !pathMap.curve:
return
var point = pathMap.curve.get_closest_point(targetFollow.global_transform.origin)
pathFollow.progress_ratio = pathMap.curve.get_closest_offset(point) / pathMap.curve.get_baked_length()
global_transform.origin = pathFollow.global_transform.origin
look_at(targetFollow.global_transform.origin, Vector3.UP)

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uid://csb0i132lcu0w

158
entities/NPC.gd Normal file
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class_name NPC extends CharacterBody3D
const CONVERSATION_FADE_DURATION:float = 0.3
enum InteractType {
NONE,
TEXTBOX,
CUTSCENE
}
# Movement speed in units per second
@export var gravity: float = 24.8
@export var interactType:InteractType = InteractType.NONE
@export_multiline var interactTexts:Array[String] = []
@export var npcLookAtPlayer:bool = true
@export var playerLookAtNPC:bool = true
@export var interactCamera:Camera3D = null
@export var cutscene:Cutscene = null
var nextTextIndex:int = 0
var previousCamera:Camera3D = null
var playerEnt:Player
var conversationEnding:bool = false
func lookAtPlayer() -> void:
if !playerEnt:
return
# Get player position and NPC position
var playerPos = playerEnt.global_transform.origin
var npcPos = global_transform.origin
# Rotate the NPC to look at the player
if npcLookAtPlayer:
var npcDirection = (playerPos - npcPos).normalized()
var npcRotation = Vector3(0, atan2(npcDirection.x, npcDirection.z), 0)
global_transform.basis = Basis.from_euler(npcRotation)
# Rotate the player to look at the NPC
if playerLookAtNPC:
var playerDirection = (npcPos - playerPos).normalized()
var playerRotation = Vector3(0, atan2(playerDirection.x, playerDirection.z), 0)
playerEnt.global_transform.basis = Basis.from_euler(playerRotation)
func showTexts():
TRANSITION.fadeOutStart.disconnect(showTexts)
TRANSITION.fadeInEnd.disconnect(showTexts)
# Any texts?
if interactTexts.size() == 0:
endTexts()
return
# First text.
UI.TEXTBOX.setText(interactTexts[nextTextIndex])
UI.TEXTBOX.textboxClosing.connect(onTextboxClosing)
func endTexts():
UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
conversationEnding = true
# Do we fade out the camera?
if interactCamera:
TRANSITION.fade(TRANSITION.FadeType.FADE_OUT, CONVERSATION_FADE_DURATION)
TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
return
# Reset Camera?
if previousCamera:
previousCamera.current = true
previousCamera = null
PAUSE.cutsceneResume()
func _enter_tree() -> void:
$InteractableArea.interactEvent.connect(onInteract)
func _exit_tree() -> void:
$InteractableArea.interactEvent.disconnect(onInteract)
UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
func _physics_process(delta):
# Apply gravity if not on floor
if !is_on_floor():
velocity += PHYSICS.GRAVITY * delta
move_and_slide()
func onInteract(playerEntity:Player) -> void:
# Reset state
previousCamera = null
nextTextIndex = 0
playerEnt = playerEntity
conversationEnding = false
match interactType:
InteractType.TEXTBOX:
PAUSE.cutscenePause()
# If a camera is set, switch to it, otherwise chat immediately.
if interactCamera == null:
lookAtPlayer()
showTexts()
return
# Fade out.
TRANSITION.fade(TRANSITION.FadeType.FADE_OUT, CONVERSATION_FADE_DURATION)
TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
InteractType.CUTSCENE:
if !cutscene:
return
cutscene.start()
_:
return
func onTextboxClosing() -> void:
nextTextIndex += 1
# More text?
if nextTextIndex < interactTexts.size():
UI.TEXTBOX.setText(interactTexts[nextTextIndex])
else:
endTexts()
func onFadeOutEnd() -> void:
# Begin fade back in.
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
TRANSITION.fade(TRANSITION.FadeType.FADE_IN, CONVERSATION_FADE_DURATION)
TRANSITION.fadeInEnd.connect(onFadeInEnd)
# Is the conversation ending?
if conversationEnding:
# Reset camera.
if previousCamera:
previousCamera.current = true
previousCamera = null
return
# No! We are starting the conversation, make the ents look at each other
lookAtPlayer()
# Change camera
previousCamera = get_viewport().get_camera_3d()
interactCamera.current = true
func onFadeInEnd() -> void:
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
# Did the conversation end?
if conversationEnding:
PAUSE.cutsceneResume()
return
# Show texts after fade in.
showTexts()

1
entities/NPC.gd.uid Normal file
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uid://jbarxyoib5a7

44
entities/NPC.tscn Normal file
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[gd_scene load_steps=9 format=3 uid="uid://bng2mc7fu5aik"]
[ext_resource type="Script" uid="uid://jbarxyoib5a7" path="res://entities/NPC.gd" id="1_nnu5p"]
[ext_resource type="Script" uid="uid://b00rxpveu3v4m" path="res://InteractableArea.gd" id="2_mm6je"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2m2ha"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_g13of"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nnu5p"]
albedo_color = Color(0.389287, 0.389287, 0.389287, 1)
[sub_resource type="BoxMesh" id="BoxMesh_g13of"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g13of"]
albedo_color = Color(0.596173, 0.00177814, 0.790136, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_mm6je"]
size = Vector3(0.958008, 0.97168, 0.767578)
[node name="NPC" type="CharacterBody3D"]
script = ExtResource("1_nnu5p")
metadata/_custom_type_script = "uid://jbarxyoib5a7"
[node name="Scripts" type="Node" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_2m2ha")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_g13of")
surface_material_override/0 = SubResource("StandardMaterial3D_nnu5p")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
transform = Transform3D(0.598863, 0, 0, 0, 0.598863, 0, 0, 0, 0.598863, 0, 0.441532, 0.539694)
mesh = SubResource("BoxMesh_g13of")
surface_material_override/0 = SubResource("StandardMaterial3D_g13of")
[node name="InteractableArea" type="Area3D" parent="."]
script = ExtResource("2_mm6je")
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractableArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0152938, 0.00782323, 0.0022831)
shape = SubResource("BoxShape3D_mm6je")

0
entities/Player.gd Normal file
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entities/Player.gd.uid Normal file
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uid://c0by5m1upv57h

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entities/Player.tscn Normal file
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[gd_scene load_steps=10 format=3 uid="uid://2ch34sio36nv"]
[ext_resource type="Script" uid="uid://ylmy3nvpirgr" path="res://entities/player/Player.gd" id="1_24gqh"]
[ext_resource type="Script" uid="uid://bwxdv3kxrs4oj" path="res://entities/player/PlayerMovement.gd" id="2_o7et6"]
[ext_resource type="Script" uid="uid://b3nty7pvbo58d" path="res://entities/player/PlayerInteraction.gd" id="3_24gqh"]
[ext_resource type="Script" uid="uid://bdv1fj1pwknrs" path="res://entities/player/PlayerInput.gd" id="4_yjynp"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2m2ha"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_g13of"]
[sub_resource type="BoxMesh" id="BoxMesh_g13of"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g13of"]
albedo_color = Color(0.0156863, 0.282353, 1, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_g13of"]
size = Vector3(0.705444, 0.680542, 1.17688)
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_24gqh")
[node name="Scripts" type="Node" parent="."]
[node name="PlayerMovement" type="Node" parent="Scripts" node_paths=PackedStringArray("player")]
script = ExtResource("2_o7et6")
player = NodePath("../..")
[node name="PlayerInteraction" type="Node" parent="Scripts" node_paths=PackedStringArray("interactableArea", "player")]
script = ExtResource("3_24gqh")
interactableArea = NodePath("../../PlayerInteractableArea")
player = NodePath("../..")
[node name="PlayerInput" type="Node" parent="Scripts" node_paths=PackedStringArray("interaction", "movement")]
script = ExtResource("4_yjynp")
interaction = NodePath("../PlayerInteraction")
movement = NodePath("../PlayerMovement")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_2m2ha")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_g13of")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
transform = Transform3D(0.598863, 0, 0, 0, 0.598863, 0, 0, 0, 0.598863, 0, 0.441532, 0.539694)
mesh = SubResource("BoxMesh_g13of")
surface_material_override/0 = SubResource("StandardMaterial3D_g13of")
[node name="PlayerInteractableArea" type="Area3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.185831, 0.817421)
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerInteractableArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0123757, 0.0497631, 0.0865124)
shape = SubResource("BoxShape3D_g13of")

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class_name Player extends CharacterBody3D

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uid://ylmy3nvpirgr

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

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uid://bdv1fj1pwknrs

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class_name PlayerInteraction extends Node
@export var interactableArea:Area3D
@export var player:CharacterBody3D
func canInteract() -> bool:
if PAUSE.isMovementPaused():
return false
return true
func interact() -> void:
if !canInteract():
return
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
if !interactable:
return
interactable.interactEvent.emit(player)

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uid://b3nty7pvbo58d

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class_name PlayerMovement extends Node
const TURN_SPEED = 30.0
const SPEED = 8.0
@export var player:CharacterBody3D
var inputDir:Vector2 = Vector2.ZERO
func canMove() -> bool:
if PAUSE.isMovementPaused():
return false
return true
func _physics_process(delta:float) -> void:
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Player movement
var directionAdjusted = Vector3.ZERO
if canMove():
# Use camera orientation for movement direction
var cam_basis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -cam_basis.z
forward.y = 0
forward = forward.normalized()
var right = cam_basis.x
right.y = 0
right = right.normalized()
directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
# Rotate player to face movement direction if moving
if directionAdjusted.length() > 0.01:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
player.rotation.y = lerp_angle(
player.rotation.y, targetRot, TURN_SPEED * delta
)
# Apply gravity if not on floor
if !player.is_on_floor():
player.velocity += PHYSICS.GRAVITY * delta
# Set velocity and move
player.velocity.x = directionAdjusted.x * SPEED
player.velocity.z = directionAdjusted.z * SPEED
player.move_and_slide()

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uid://bwxdv3kxrs4oj