implemented basic camera for 3rd person controls
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parent
1edbdc3dea
commit
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3
.gitignore
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# --> vscode
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.vscode/
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# ---> Godot
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# Godot-specific ignores
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.import/
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44
puzzle/blender/robot.blend.import
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44
puzzle/blender/robot.blend.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://ds8m7wv4s25s4"
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path="res://.godot/imported/robot.blend-000de9eae232532a839543b86cedcbd7.scn"
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[deps]
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source_file="res://blender/robot.blend"
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dest_files=["res://.godot/imported/robot.blend-000de9eae232532a839543b86cedcbd7.scn"]
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[params]
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nodes/root_type="Node3D"
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nodes/root_name="Scene Root"
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nodes/root_scale=1.0
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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import_script/path=""
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_subresources={}
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blender/nodes/visible=2
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blender/nodes/punctual_lights=true
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blender/nodes/cameras=true
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blender/nodes/custom_properties=true
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blender/nodes/modifiers=1
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blender/meshes/colors=false
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blender/meshes/uvs=true
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blender/meshes/normals=true
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blender/meshes/tangents=true
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blender/meshes/skins=2
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blender/meshes/export_bones_deforming_mesh_only=false
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blender/materials/unpack_enabled=true
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blender/materials/export_materials=1
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blender/animation/limit_playback=true
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blender/animation/always_sample=true
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blender/animation/group_tracks=true
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@ -1,41 +1,40 @@
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[gd_scene load_steps=8 format=3 uid="uid://cuohiydexf5n"]
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[gd_scene load_steps=9 format=3 uid="uid://cuohiydexf5n"]
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[ext_resource type="PackedScene" uid="uid://c4ye4j37eiuhb" path="res://test_ground.tscn" id="1_p7ywp"]
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[ext_resource type="Script" path="res://player.gd" id="2_f4o04"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_mh53i"]
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[sub_resource type="Sky" id="Sky_fu4y1"]
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sky_material = SubResource("PhysicalSkyMaterial_mh53i")
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[sub_resource type="Environment" id="Environment_lamky"]
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background_mode = 2
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background_color = Color(0, 0.611765, 0.533333, 1)
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sky = SubResource("Sky_fu4y1")
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sky_custom_fov = 1.2
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[ext_resource type="Script" path="res://player_camera.gd" id="3_as6nl"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_t1cxb"]
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albedo_color = Color(0.0862745, 0.470588, 0.839216, 1)
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[sub_resource type="SphereShape3D" id="SphereShape3D_sjmr4"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_ffy4a"]
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[sub_resource type="Sky" id="Sky_8qk6q"]
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sky_material = SubResource("PhysicalSkyMaterial_ffy4a")
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[sub_resource type="Environment" id="Environment_srrj6"]
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background_mode = 2
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sky = SubResource("Sky_8qk6q")
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ambient_light_source = 3
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reflected_light_source = 2
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[node name="Node3D" type="Node3D"]
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[node name="test_ground" parent="." instance=ExtResource("1_p7ywp")]
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transform = Transform3D(0.9994, -0.0346379, 0, 0.0346379, 0.9994, 0, 0, 0, 1, -1.52052, -9.32694, -0.309357)
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(0.00469292, -0.310288, 0.950631, -0.0542184, 0.949164, 0.310077, -0.998518, -0.0529968, -0.0123689, 80.7546, 36.3879, 1.88406)
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environment = SubResource("Environment_lamky")
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current = true
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.0657009, 0.989589, 0.12805, 0.676529, -0.138506, 0.723274, 0.73348, 0.0391095, -0.678585, 21.9756, 11.6848, 1.12691)
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transform = Transform3D(-0.370338, 0.860141, -0.350723, 0.466547, 0.498728, 0.730482, 0.803233, 0.106897, -0.585995, 21.9756, 11.6848, 1.12691)
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light_energy = 0.41
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light_angular_distance = 8.26
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directional_shadow_mode = 0
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[node name="player" type="CharacterBody3D" parent="."]
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[node name="player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -7.76396, 0)
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script = ExtResource("2_f4o04")
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camera = NodePath("../Camera3D")
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[node name="CSGSphere3D" type="CSGSphere3D" parent="player"]
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radius = 2.0
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@ -46,3 +45,10 @@ material = SubResource("StandardMaterial3D_t1cxb")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="player"]
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transform = Transform3D(4, 0, 0, 0, 4, 0, 0, 0, 4, 0, 0, 0)
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shape = SubResource("SphereShape3D_sjmr4")
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[node name="Camera3D" type="Camera3D" parent="." node_paths=PackedStringArray("player")]
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transform = Transform3D(1, 0, 0, 0, 0.951057, 0.309017, 0, -0.309017, 0.951057, 0, 4.64082, 18.3615)
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environment = SubResource("Environment_srrj6")
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current = true
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script = ExtResource("3_as6nl")
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player = NodePath("../player")
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@ -1,8 +1,9 @@
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extends CharacterBody3D
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@export var camera : Camera3D;
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const SPEED = 20
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const JUMP_VELOCITY = 9
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -20,12 +21,22 @@ func _physics_process(delta):
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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# calculate the direction relative to the camera
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var camera_dir = camera.get_global_transform().basis.z
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camera_dir.y = 0
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camera_dir = camera_dir.normalized()
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var move_dir = camera_dir * input_dir.y + camera.get_global_transform().basis.x * input_dir.x
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move_dir.y = 0
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# calculate the speed based on the input direction
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if move_dir:
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velocity.x = move_dir.x * SPEED
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velocity.z = move_dir.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, 1)
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velocity.z = move_toward(velocity.z, 0, 1)
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move_and_slide()
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25
puzzle/player_camera.gd
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25
puzzle/player_camera.gd
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extends Camera3D
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# referene to the player
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@export var player : Node3D
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@export var player_distance : float = 30
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@export var camera_height: float = 10
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@export var camera_speed: float = 10
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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delta
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# process position
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var diff = player.position - self.position + Vector3(0, camera_height, 0)
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# if the player is too far away, move the camera
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if diff.length() > player_distance:
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self.position += diff.normalized() * move_toward(0, diff.length() - player_distance, camera_speed) * delta
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look_at(player.position)
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