Merge branch 'fix/projectile-size-and-collisions' into 'develop'

🐛 Fix projectile size and collisions

See merge request open-fpsz/open-fpsz!19
This commit is contained in:
Squinternator 2024-04-11 12:26:59 +00:00
commit 2d8bb1a713
2 changed files with 5 additions and 6 deletions

View file

@ -1,9 +1,7 @@
extends Node3D
const speed : float = 68.0
const speed : float = 68.0 # m/s
var velocity : Vector3 = Vector3.ZERO
# @FIXME: with an imaginary box around the map
const lifespan : float = 5.0 # in seconds
@onready var shape_cast = $ShapeCast3D
@ -30,8 +28,9 @@ func explode(spawn_location):
queue_free()
func _physics_process(delta):
var previous_position = global_position
global_position += velocity * delta
shape_cast.target_position = to_local(global_position - velocity) * delta
shape_cast.target_position = to_local(previous_position)
if shape_cast.is_colliding():
var contact_point = shape_cast.collision_result[0].point
explode(contact_point)

View file

@ -8,14 +8,14 @@ emission_enabled = true
emission = Color(0.482353, 0.65098, 1, 1)
[sub_resource type="SphereShape3D" id="SphereShape3D_umtte"]
radius = 0.3
radius = 0.15
[node name="Projectile" type="Node3D"]
script = ExtResource("1_4j1dp")
[node name="Mesh" type="CSGSphere3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.2, 0, 0, 0, 1, 0, 0, 0)
radius = 0.3
radius = 0.15
radial_segments = 24
rings = 8
material = SubResource("StandardMaterial3D_o6j55")