3d version of week1 game

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OddlyTimbot committed 2025-06-03 07:45:36 -04:00
1 parent 78b038c405
commit 4a8ebaf40d
15 files changed
+236

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extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
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()
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
if collision.get_collider() is RigidBody3D:
collision.get_collider().apply_central_impulse(-collision.get_normal() * 2)
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uid://bqp5ks7j080sc
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extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func onAreaEntered(effect, obj) -> void:
if effect == "destroy":
print("destroy the object")
obj.queue_free()
elif effect == "powerUp":
print("power up the object")
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uid://0p7ncwmk6d86
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extends Area3D
@export var effect = "destroy"
signal onAreaEntered(effect, Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node3D) -> void:
onAreaEntered.emit(effect, body)
+1
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uid://cabbrgymhvtxw