Make the Flag entity smooth as silk

This commit is contained in:
Squinty 2024-04-25 19:18:15 +00:00
parent a18a9ea6f3
commit 323c5f1c99
7 changed files with 43 additions and 32 deletions

View file

@ -9,12 +9,14 @@ signal regrabbed
signal dropped
var last_carrier : Player = null
@onready var _mesh : Node = $Smoothing/Mesh
func can_be_grabbed() -> bool:
return flag_state != FlagState.FLAG_STATE_TAKEN
func grab(grabber : Player) -> void:
if flag_state != FlagState.FLAG_STATE_TAKEN:
_mesh.hide()
flag_state = FlagState.FLAG_STATE_TAKEN
if (last_carrier == null) or (grabber != last_carrier):
grabbed.emit(grabber)
@ -24,6 +26,7 @@ func grab(grabber : Player) -> void:
func drop() -> void:
if flag_state == FlagState.FLAG_STATE_TAKEN:
_mesh.show()
flag_state = FlagState.FLAG_STATE_DROPPED
dropped.emit()

View file

@ -1,6 +1,7 @@
[gd_scene load_steps=7 format=3 uid="uid://c88l3h0ph00c7"]
[gd_scene load_steps=8 format=3 uid="uid://c88l3h0ph00c7"]
[ext_resource type="Script" path="res://entities/flag/flag.gd" id="1_y7d3d"]
[ext_resource type="Script" path="res://addons/smoothing/smoothing.gd" id="2_es4ce"]
[ext_resource type="PackedScene" uid="uid://d3l7fvbdg6m5g" path="res://entities/flag/assets/flag.glb" id="2_i78em"]
[ext_resource type="PackedScene" uid="uid://bcgkc5fhhyauv" path="res://entities/flag/waypoint.tscn" id="3_tu6jg"]
@ -20,6 +21,9 @@ properties/1/replication_mode = 1
properties/2/path = NodePath(".:flag_state")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/3/path = NodePath("Smoothing/Mesh:visible")
properties/3/spawn = true
properties/3/replication_mode = 2
[node name="Flag" type="RigidBody3D"]
collision_layer = 8
@ -34,9 +38,6 @@ center_of_mass = Vector3(0, 0.5, 0)
continuous_cd = true
script = ExtResource("1_y7d3d")
[node name="Mesh" parent="." instance=ExtResource("2_i78em")]
transform = Transform3D(0.33, 0, 0, 0, 0.421029, 0, 0, 0, 0.33, 0, 0.0744106, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("BoxShape3D_fkf1k")
@ -44,8 +45,14 @@ shape = SubResource("BoxShape3D_fkf1k")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_lpijf")
[node name="WaypointAttachment" type="Marker3D" parent="."]
[node name="Smoothing" type="Node3D" parent="."]
script = ExtResource("2_es4ce")
[node name="Waypoint" parent="WaypointAttachment" node_paths=PackedStringArray("attach_point", "flag") instance=ExtResource("3_tu6jg")]
[node name="WaypointAttachment" type="Marker3D" parent="Smoothing"]
[node name="Waypoint" parent="Smoothing/WaypointAttachment" node_paths=PackedStringArray("attach_point", "flag") instance=ExtResource("3_tu6jg")]
attach_point = NodePath("..")
flag = NodePath("../..")
flag = NodePath("../../..")
[node name="Mesh" parent="Smoothing" instance=ExtResource("2_i78em")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0.0744106, 0)

View file

@ -1,15 +1,15 @@
# This file is part of open-fpsz.
#
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
extends Control
@ -32,15 +32,15 @@ func _process(_delta : float) -> void:
return
else:
_iff_container.show() # display the IFF
# get the screen location of the players head
var new_iff_position : Vector2 = camera.unproject_position(attach_point.global_position)
# check if the unprojected point lies inside the viewport
if !Rect2(Vector2(0, 0), viewport_rect.size).has_point(new_iff_position):
_iff_container.hide() # hide the IFF and exit function
return
# move the IFF up so the bottom of it is at the players head
new_iff_position.y -= _iff_container.size.y
# move the IFF left so it's centered horizontally above players head