adding a 3d version of lesson material
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@@ -0,0 +1,40 @@
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extends Node
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var bulletsFiredTotal := 0
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var bulletsMadeTotal := 0
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var bulletArray:Array = []
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var bullet = preload("res://scenes/bullet.tscn")
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@onready var gameController: Node3D = $".."
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func _ready() -> void:
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gameController.destroy_signal.connect(destroy)
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#factory decides to issue new bullet, or
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#recycle an old one
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func bulletFactory():
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var mybullet
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if bulletArray.size() < 4:
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mybullet = bullet.instantiate()
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mybullet.connect("hit", gameController.onBulletHit)
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owner.add_child(mybullet)
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else:
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mybullet = bulletArray.pop_back()
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mybullet.setSpeed(700)
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bulletArray.push_front(mybullet)
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bulletsMadeTotal +=1
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return mybullet
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#order desk for new bullets
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func makeBullet(position, speed):
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var myBullet = bulletFactory()
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myBullet.transform.origin = position
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myBullet.setSpeed(speed)
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return myBullet
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func destroy(body):
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if body is Crate:
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body.queue_free()
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if body is Bullet:
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bulletArray.erase(body)
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body.queue_free()
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@@ -0,0 +1 @@
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uid://cj0hc3gbvehgf
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@@ -0,0 +1,22 @@
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class_name Bullet extends Area3D
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var speed = 2
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signal hit(bullet, body)
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func setSpeed(speedVal):
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speed = speedVal
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func _physics_process(delta):
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#three approaches:
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#1. update position with a vector3
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#position += Vector3(speed * delta, 0, 0)
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#2. update the transform
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#global_transform.origin += transform.basis.x.normalized() * speed * delta
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#3. calculate the vector of intended direction
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var velocity_vector = transform.basis.x * speed
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position += velocity_vector * delta
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func _on_body_entered(body: Node3D) -> void:
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print("bullet hit a thing")
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hit.emit(self, body)
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@@ -0,0 +1 @@
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uid://b30inwwjypbrl
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@@ -3,7 +3,17 @@ extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const SHOVE_POWER = 9
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@onready var right_target: Node3D = $RightTarget
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@onready var left_target: Node3D = $LeftTarget
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@onready var right_cast: RayCast3D = $RightCast
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@onready var left_cast: RayCast3D = $LeftCast
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget:RigidBody3D
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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@@ -20,13 +30,50 @@ func _physics_process(delta: float) -> void:
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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if direction.x>0:
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facing = FaceDirection.RIGHT
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if direction.x<0:
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facing = FaceDirection.LEFT
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#velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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#velocity.z = move_toward(velocity.z, 0, SPEED)
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if Input.is_action_just_pressed("shoot"):
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_target.global_position, 19)
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FaceDirection.LEFT:
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%SceneManager.makeBullet(left_target.global_position, -4)
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if Input.is_action_just_pressed("shove"):
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print("try to shove")
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if pushTarget != null:
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print("shove a crate")
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var angle
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if facing==FaceDirection.LEFT:
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angle = -1
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else:
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angle = 1
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pushTarget.apply_central_impulse(Vector3(angle,0,0) * SHOVE_POWER)
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move_and_slide()
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for i in get_slide_collision_count():
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var collision = get_slide_collision(i)
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if collision.get_collider() is RigidBody3D:
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collision.get_collider().apply_central_impulse(-collision.get_normal() * 2)
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match facing:
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FaceDirection.LEFT:
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if left_cast.is_colliding():
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var collider = left_cast.get_collider()
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if collider is Crate:
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pushTarget = collider
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else:
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pushTarget = null
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FaceDirection.RIGHT:
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if right_cast.is_colliding():
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var collider = right_cast.get_collider()
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if collider is Crate:
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pushTarget = collider
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else:
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pushTarget = null
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody3D
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@@ -0,0 +1 @@
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uid://bspjn3hydupee
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@@ -1,14 +1,6 @@
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extends Node3D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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signal destroy_signal(body)
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func onAreaEntered(effect, obj) -> void:
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if effect == "destroy":
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@@ -16,3 +8,10 @@ func onAreaEntered(effect, obj) -> void:
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obj.queue_free()
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elif effect == "powerUp":
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print("power up the object")
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func onBulletHit(bullet, body):
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print("GC knows bullet hit")
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if body is Crate:
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print("hit a crate")
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destroy_signal.emit(body)
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destroy_signal.emit(bullet)
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