Added beach ball which floats on water

This commit is contained in:
Rob Kelly 2024-12-14 18:57:38 -07:00
parent 967db4a303
commit 8bacd197c2
23 changed files with 167 additions and 3 deletions

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asset_dev/balls/beach_ball.blend (Stored with Git LFS) Normal file

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asset_dev/balls/beach_ball.png (Stored with Git LFS) Normal file

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asset_dev/balls/beach_ball_normal_map.png (Stored with Git LFS) Normal file

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@ -104,3 +104,4 @@ CLUB_PUTTER,Putter
BALL_BASIC,Basic BALL_BASIC,Basic
BALL_PLASMA,Plasma BALL_PLASMA,Plasma
BALL_BRICK,Brick BALL_BRICK,Brick
BALL_BEACH,"Beach Ball"

1 keys en
104 BALL_BASIC Basic
105 BALL_PLASMA Plasma
106 BALL_BRICK Brick
107 BALL_BEACH Beach Ball

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://daipuukf6e6bc"
path="res://.godot/imported/beach_ball.png-103709b22c99e920077c858fb92c2e27.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/textures/beach_ball/beach_ball.png"
dest_files=["res://.godot/imported/beach_ball.png-103709b22c99e920077c858fb92c2e27.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://3oatrxh60ed7"
path.s3tc="res://.godot/imported/beach_ball_normal_map.png-06c8d20483d619e155834bb8abd74c2f.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/textures/beach_ball/beach_ball_normal_map.png"
dest_files=["res://.godot/imported/beach_ball_normal_map.png-06c8d20483d619e155834bb8abd74c2f.s3tc.ctex"]
[params]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=1
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=1
roughness/src_normal="res://assets/models/balls/beach_ball/beach_ball_normal_map.png"
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -351,6 +351,14 @@ water_hazard = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.2, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.2, 0)
shape = SubResource("BoxShape3D_x3wvm") shape = SubResource("BoxShape3D_x3wvm")
[node name="StaticBody3D" type="StaticBody3D" parent="Course/WaterTable"]
collision_layer = 2
collision_mask = 2
[node name="CollisionShape3D" type="CollisionShape3D" parent="Course/WaterTable/StaticBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.2, 0)
shape = SubResource("BoxShape3D_x3wvm")
[node name="Sailboat" parent="Course/WaterTable" instance=ExtResource("14_6reiy")] [node name="Sailboat" parent="Course/WaterTable" instance=ExtResource("14_6reiy")]
transform = Transform3D(-0.74629, 0, -0.665621, 0, 1, 0, 0.665621, 0, -0.74629, 381.024, -0.5, 224.968) transform = Transform3D(-0.74629, 0, -0.665621, 0, 1, 0, 0.665621, 0, -0.74629, 381.024, -0.5, 224.968)

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@ -0,0 +1,5 @@
extends GameBall
func enter_zone(zone: BallZone) -> void:
_zones.push_back(zone)

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@ -0,0 +1,38 @@
[gd_scene load_steps=9 format=3 uid="uid://bptiryfbnautm"]
[ext_resource type="PackedScene" uid="uid://dfttci386ohip" path="res://src/equipment/balls/physics_ball/physics_ball.tscn" id="1_pl6e6"]
[ext_resource type="Texture2D" uid="uid://daipuukf6e6bc" path="res://assets/textures/beach_ball/beach_ball.png" id="2_6dwmi"]
[ext_resource type="Script" path="res://src/equipment/balls/beach_ball/beach_ball.gd" id="2_ay78j"]
[ext_resource type="Texture2D" uid="uid://3oatrxh60ed7" path="res://assets/textures/beach_ball/beach_ball_normal_map.png" id="3_rdlj8"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_867vn"]
friction = 0.7
bounce = 0.67
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xh2u0"]
albedo_texture = ExtResource("2_6dwmi")
normal_enabled = true
normal_scale = 0.5
normal_texture = ExtResource("3_rdlj8")
texture_filter = 4
[sub_resource type="SphereMesh" id="SphereMesh_iqcc5"]
material = SubResource("StandardMaterial3D_xh2u0")
radial_segments = 6
rings = 6
[sub_resource type="SphereShape3D" id="SphereShape3D_cvsx2"]
[node name="BeachBall" instance=ExtResource("1_pl6e6")]
collision_mask = 3
mass = 0.1
physics_material_override = SubResource("PhysicsMaterial_867vn")
linear_damp = 0.1
script = ExtResource("2_ay78j")
radius = 0.1
[node name="BallMesh" parent="." index="0"]
mesh = SubResource("SphereMesh_iqcc5")
[node name="CollisionShape3D" parent="." index="1"]
shape = SubResource("SphereShape3D_cvsx2")

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@ -10,6 +10,7 @@ enum Type {
BASIC, BASIC,
PLASMA, PLASMA,
BRICK, BRICK,
BEACH,
} }
const TERRAIN_DAMPING_EPSILON := 1e-6 const TERRAIN_DAMPING_EPSILON := 1e-6

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@ -18,5 +18,6 @@ putter = ExtResource("3_tytwr")
_balls = { _balls = {
1: -1, 1: -1,
2: 5, 2: 5,
3: -1 3: -1,
4: -1
} }

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@ -9,6 +9,7 @@ const SCENE_MAP: Dictionary = {
GameBall.Type.BASIC: preload("res://src/equipment/balls/physics_ball/physics_ball.tscn"), GameBall.Type.BASIC: preload("res://src/equipment/balls/physics_ball/physics_ball.tscn"),
GameBall.Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"), GameBall.Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"),
GameBall.Type.BRICK: preload("res://src/equipment/balls/brick/brick.tscn"), GameBall.Type.BRICK: preload("res://src/equipment/balls/brick/brick.tscn"),
GameBall.Type.BEACH: preload("res://src/equipment/balls/beach_ball/beach_ball.tscn"),
} }
@export var ball: GameBall: @export var ball: GameBall:

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@ -319,6 +319,7 @@ func _show_shot_projection() -> void:
tween.tween_property(shot_projection, "initial_speed", shot_speed, CAMERA_SNAP_TIME).set_trans( tween.tween_property(shot_projection, "initial_speed", shot_speed, CAMERA_SNAP_TIME).set_trans(
Tween.TRANS_QUAD Tween.TRANS_QUAD
) )
shot_projection.linear_damp = game_ball.linear_damp
shot_projection.show() shot_projection.show()

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@ -426,6 +426,13 @@ stream_0/stream = ExtResource("15_fn6g1")
[node name="ShotSetup" type="Node3D"] [node name="ShotSetup" type="Node3D"]
script = ExtResource("1_r6ei4") script = ExtResource("1_r6ei4")
driving_range = null
initial_club_type = null
initial_ball = null
base_power = null
base_curve = null
perfect_aim = null
keep_projection = null
[node name="BallPoint" type="Node3D" parent="."] [node name="BallPoint" type="Node3D" parent="."]
unique_name_in_owner = true unique_name_in_owner = true

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@ -40,6 +40,9 @@ const PUTT_ATTRITION := 0.8325 # green?
## This can cause problems if there is a moving gravity field. ## This can cause problems if there is a moving gravity field.
@export var cache_gravity := true @export var cache_gravity := true
## Linear damping factor of the shot.
@export var linear_damp := 0.0
var _tick_counter := 0 var _tick_counter := 0
var _debug_points: Array[Vector3] = [] var _debug_points: Array[Vector3] = []
@ -103,6 +106,7 @@ func _process(_delta: float) -> void:
# Integrate projectile path # Integrate projectile path
var next_pos := pos + vel * time_step + 0.5 * local_gravity * time_step * time_step var next_pos := pos + vel * time_step + 0.5 * local_gravity * time_step * time_step
vel += local_gravity * time_step vel += local_gravity * time_step
vel *= maxf(1 - linear_damp * time_step, 0)
# Collision # Collision
if check_collision and Game.settings.projection_collisions: if check_collision and Game.settings.projection_collisions:

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@ -8,6 +8,7 @@ const Y_OFFSET := {
GameBall.Type.BASIC: 18, GameBall.Type.BASIC: 18,
GameBall.Type.PLASMA: -14, GameBall.Type.PLASMA: -14,
GameBall.Type.BRICK: -46, GameBall.Type.BRICK: -46,
GameBall.Type.BEACH: -78,
} }
@export var value: GameBall.Type: @export var value: GameBall.Type:
@ -17,6 +18,7 @@ const Y_OFFSET := {
@onready var basic_icon: BallIcon = %BasicIcon @onready var basic_icon: BallIcon = %BasicIcon
@onready var plasma_icon: BallIcon = %PlasmaIcon @onready var plasma_icon: BallIcon = %PlasmaIcon
@onready var brick_icon: BallIcon = %BrickIcon @onready var brick_icon: BallIcon = %BrickIcon
@onready var beach_icon: BallIcon = %BeachIcon
func _ready() -> void: func _ready() -> void:
@ -28,6 +30,7 @@ func set_state_for_player(player: WorldPlayer) -> void:
basic_icon.quantity = player.get_balls(GameBall.Type.BASIC) basic_icon.quantity = player.get_balls(GameBall.Type.BASIC)
plasma_icon.quantity = player.get_balls(GameBall.Type.PLASMA) plasma_icon.quantity = player.get_balls(GameBall.Type.PLASMA)
brick_icon.quantity = player.get_balls(GameBall.Type.BRICK) brick_icon.quantity = player.get_balls(GameBall.Type.BRICK)
beach_icon.quantity = player.get_balls(GameBall.Type.BEACH)
if player.shot_setup: if player.shot_setup:
value = player.shot_setup.ball_type value = player.shot_setup.ball_type
player.on_balls_changed.connect(_set_quantity) player.on_balls_changed.connect(_set_quantity)
@ -41,6 +44,8 @@ func _get_icon(type: GameBall.Type) -> BallIcon:
return plasma_icon return plasma_icon
GameBall.Type.BRICK: GameBall.Type.BRICK:
return brick_icon return brick_icon
GameBall.Type.BEACH:
return beach_icon
return null return null

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@ -68,3 +68,11 @@ layout_mode = 2
text = "BALL_BRICK" text = "BALL_BRICK"
quantity = 0 quantity = 0
empty = true empty = true
[node name="BeachIcon" parent="GradientMask/BallList" instance=ExtResource("1_1v8xg")]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 27)
layout_mode = 2
text = "BALL_BEACH"
quantity = 0
empty = true