Init godot project

This commit is contained in:
2025-01-16 15:20:04 +01:00
parent 927d6b560c
commit 4b1867590a
492 changed files with 3996 additions and 0 deletions

60
scenes/maps/test_map.tscn Normal file
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[gd_scene load_steps=9 format=3 uid="uid://hivk5ek6u887"]
[ext_resource type="Texture2D" uid="uid://c5uytbu1wc1bq" path="res://addons/kenney_prototype_textures/orange/texture_09.png" id="1_llm1c"]
[ext_resource type="Texture2D" uid="uid://e4nd8b6f0tw7" path="res://addons/kenney_prototype_textures/dark/texture_04.png" id="2_k2arh"]
[ext_resource type="PackedScene" uid="uid://ccm77j5rkh21w" path="res://scenes/utils/character.tscn" id="3_omcjn"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_llvtk"]
albedo_texture = ExtResource("1_llm1c")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_50gm5"]
albedo_texture = ExtResource("2_k2arh")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_c334k"]
albedo_texture = ExtResource("2_k2arh")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nlanx"]
albedo_texture = ExtResource("2_k2arh")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cjh6x"]
albedo_texture = ExtResource("2_k2arh")
[node name="TestMap" type="Node3D"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 50, 0)
shadow_enabled = true
[node name="Base" type="Node3D" parent="."]
[node name="Floor" type="CSGBox3D" parent="Base"]
material_override = SubResource("StandardMaterial3D_llvtk")
use_collision = true
size = Vector3(100, 1, 100)
[node name="Wall_1" type="CSGBox3D" parent="Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 50, 0, 0)
material_override = SubResource("StandardMaterial3D_50gm5")
use_collision = true
size = Vector3(1, 20, 100)
[node name="Wall_2" type="CSGBox3D" parent="Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -50, 0, 0)
material_override = SubResource("StandardMaterial3D_c334k")
use_collision = true
size = Vector3(1, 20, 100)
[node name="Wall_3" type="CSGBox3D" parent="Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 50)
material_override = SubResource("StandardMaterial3D_nlanx")
use_collision = true
size = Vector3(100, 20, 1)
[node name="Wall_4" type="CSGBox3D" parent="Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -50)
material_override = SubResource("StandardMaterial3D_cjh6x")
use_collision = true
size = Vector3(100, 20, 1)
[node name="Character" parent="." instance=ExtResource("3_omcjn")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 17.9816, 0, 28.0621)

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[gd_scene load_steps=3 format=3 uid="uid://ccm77j5rkh21w"]
[ext_resource type="Script" path="res://scenes/utils/character_body_3d.gd" id="1_0ojbt"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_1sre5"]
[node name="Character" type="Node3D"]
[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
script = ExtResource("1_0ojbt")
[node name="Body" type="CSGCylinder3D" parent="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.975222, 0)
[node name="CameraMount" type="Node3D" parent="CharacterBody3D/Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.02478, 0)
[node name="Camera" type="Camera3D" parent="CharacterBody3D/Body/CameraMount"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.981342, 0)
shape = SubResource("CylinderShape3D_1sre5")

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extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var mouse_sens = 0.3
var camera_anglev=0
func _input(event):
if event is InputEventMouseMotion:
$Body.rotate_y(deg_to_rad(-event.relative.x*mouse_sens))
var changev=-event.relative.y*mouse_sens
$Body/CameraMount.rotate_x(deg_to_rad(-event.relative.y*mouse_sens))
#var changev=-event.relative.x*mouse_sens
#if camera_anglev+changev>-50 and camera_anglev+changev<50:
#camera_anglev+=changev
#$CameraMount.rotate_x(deg_to_rad(changev))
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()