generated from krampus/template-godot4
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115b31568f
Author | SHA1 | Date |
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Rob Kelly | 115b31568f | |
Rob Kelly | 2b4495bbc9 |
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@ -15,6 +15,7 @@ enum Type {
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}
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const MAGNUS_SQ_EPSILON := 1e-3
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const SURFACE_SNAP_DISTANCE := 2.0
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## If enabled, ball ability cooldown is only reset at end of shot.
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@export var once_per_shot_ability := false
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@ -117,6 +118,22 @@ func get_damage() -> float:
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return base_damage + linear_velocity.length_squared() * damage_force_scale
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## Get the surface position immediately under the ball.
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## This will typically be the surface the ball is laying on.
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## If the ball is not on a surface, this will be the position of the ball itself.
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func get_surface_snap_point() -> Vector3:
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var params := PhysicsRayQueryParameters3D.create(
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global_position,
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global_position - get_reoriented_basis().y * SURFACE_SNAP_DISTANCE,
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collision_mask,
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[get_rid()]
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)
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var collisions := get_world_3d().direct_space_state.intersect_ray(params)
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if collisions:
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return collisions["position"] as Vector3
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return global_position
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func _magnus_force() -> Vector3:
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return magnus_coefficient * radius * angular_velocity.cross(linear_velocity)
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@ -133,13 +150,14 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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_surface_time_s = 0.0
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# TODO something's fucky here... I think this gets called once after the ball sleeps
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if state.get_contact_count():
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var contacts := state.get_contact_count()
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if contacts:
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# Ball is in contact with a surface
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# We want the contact normal which minimizes the angle to the up vector
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var min_dot := -1.0
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var min_dot := -2.0
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var primary_body: Node
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for i: int in range(state.get_contact_count()):
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for i: int in range(contacts):
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var norm := state.get_contact_local_normal(i)
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var dot := norm.dot(Vector3.UP)
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if dot > min_dot:
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@ -175,8 +193,6 @@ func _physics_process(delta: float) -> void:
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_shot_time_s += delta
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_surface_time_s += delta
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physics_material_override.bounce = terrain_physics.get_params(_surface_terrain).bounce
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func enter_zone(zone: BallZone) -> void:
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_zones.push_back(zone)
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@ -225,6 +241,8 @@ func _on_collision(body: Node) -> void:
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sfx.play_sfx(terrain)
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effects.play_effect(terrain)
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linear_velocity *= clampf(1 - terrain_physics.get_params(terrain).impact_damp, 0, 1)
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func _fire_sleep_signal() -> void:
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sleeping = true
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@ -5,63 +5,63 @@
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[sub_resource type="Resource" id="Resource_casfi"]
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script = ExtResource("1_45pis")
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linear_damp = 1.15
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linear_damp = 1.05
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angular_damp = 3.0
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bounce = 0.9
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impact_damp = 0.05
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[sub_resource type="Resource" id="Resource_3k63c"]
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script = ExtResource("1_45pis")
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linear_damp = 0.0
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angular_damp = 0.0
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bounce = 0.5
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angular_damp = 0.01
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impact_damp = 0.0
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[sub_resource type="Resource" id="Resource_xf73q"]
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script = ExtResource("1_45pis")
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linear_damp = 4.4
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linear_damp = 2.8
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angular_damp = 4.0
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bounce = 0.4
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impact_damp = 0.3
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[sub_resource type="Resource" id="Resource_nhn3l"]
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script = ExtResource("1_45pis")
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linear_damp = 0.86
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angular_damp = 1.0
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bounce = 0.9
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impact_damp = 0.0
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[sub_resource type="Resource" id="Resource_m3wjo"]
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script = ExtResource("1_45pis")
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linear_damp = 2.3
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linear_damp = 1.25
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angular_damp = 4.0
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bounce = 0.4
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impact_damp = 0.3
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[sub_resource type="Resource" id="Resource_h4rld"]
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script = ExtResource("1_45pis")
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linear_damp = 1.62
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angular_damp = 1.0
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bounce = 0.9
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impact_damp = 0.0
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[sub_resource type="Resource" id="Resource_j6lib"]
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script = ExtResource("1_45pis")
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linear_damp = 4.7
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linear_damp = 4.0
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angular_damp = 2.0
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bounce = 0.6
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impact_damp = 0.15
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[sub_resource type="Resource" id="Resource_7f7ql"]
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script = ExtResource("1_45pis")
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linear_damp = 7.6
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angular_damp = 4.0
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bounce = 0.3
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linear_damp = 3.0
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angular_damp = 8.0
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impact_damp = 0.5
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[sub_resource type="Resource" id="Resource_pusmf"]
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script = ExtResource("1_45pis")
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linear_damp = 12.0
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angular_damp = 32.0
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bounce = 0.0
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linear_damp = 4.0
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angular_damp = 4.0
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impact_damp = 0.7
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[sub_resource type="Resource" id="Resource_edkxb"]
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script = ExtResource("1_45pis")
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linear_damp = 1.55
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linear_damp = 1.25
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angular_damp = 1.3
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bounce = 0.8
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impact_damp = 0.15
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[resource]
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script = ExtResource("2_yuehx")
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@ -16,7 +16,7 @@
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[ext_resource type="PackedScene" uid="uid://cm4bb3lg4mfd2" path="res://src/world/effects/splash/splash_effect.tscn" id="12_qlrvx"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_u134x"]
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bounce = 0.4
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bounce = 0.8
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[sub_resource type="SphereMesh" id="SphereMesh_y0d13"]
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material = ExtResource("3_rc7m1")
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@ -5,6 +5,6 @@ class_name TerrainParameters extends Resource
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@export var linear_damp := 0.0
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## Angular damping applied while in contact with the terrain surface.
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@export var angular_damp := 0.0
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## Physical bounciness of the terrain. Use this instead of the physics material override.
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@export var bounce := 0.0
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## Linear damping applied the frame the ball makes contact with the surface.
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## This is applied in addition `linear_damp`.
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@export var impact_damp := 0.0
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@ -393,7 +393,7 @@ func travel_to_ball() -> void:
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return
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game_ball.freeze = true
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global_position = game_ball.global_position
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global_position = game_ball.get_surface_snap_point()
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# Re-orient to the ball's last contact normal if there is one.
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# Normally this will just be Vector3.UP or something close to it.
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@ -401,9 +401,6 @@ func travel_to_ball() -> void:
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_target_rotation.y = 0
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global_basis = game_ball.get_reoriented_basis()
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# Adjust position downward to account for ball radius
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global_position -= global_basis.y.normalized() * game_ball.radius
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ball_point.snap()
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