Add leveling up for strength and speed

This commit is contained in:
Nathan Chapman 2025-05-17 22:17:22 -06:00
parent 3649a924e3
commit 108ac002ef
9 changed files with 246 additions and 266 deletions

View File

@ -61,6 +61,11 @@ dash={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_gain_xp={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]

View File

@ -47,6 +47,7 @@ func level_up() -> void:
endurance.inc()
agility.inc()
print("Leveled up!")
print(level)
printt(strength.score, speed.score, endurance.score, agility.score)
func perc_level_up_boundary() -> int:

View File

@ -20,114 +20,114 @@ shape = SubResource("CapsuleShape3D_r8u7w")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
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[node name="Knight_02" parent="Rig/CharacterRig/GameRig/Skeleton3D" index="1"]
visible = false
@ -136,10 +136,10 @@ visible = false
visible = true
[node name="RightHandBone" parent="Rig" index="2"]
transform = Transform3D(-0.962315, -0.270892, -0.0238454, 0.247477, -0.908725, 0.336118, -0.11272, 0.31755, 0.941518, -0.335903, 0.97153, -0.0524419)
transform = Transform3D(-0.966066, -0.254338, -0.0450501, 0.217973, -0.896328, 0.386114, -0.138583, 0.363192, 0.92135, -0.328629, 0.970591, -0.0189936)
[node name="LeftHandBone" parent="Rig" index="3"]
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[node name="tall_shield" parent="Rig/LeftHandBone/OffHandSlot" index="0"]
visible = false

View File

@ -46,69 +46,46 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
[node name="Rig" parent="RigPivot" instance=ExtResource("3_n52bt")]
[node name="Skeleton3D" parent="RigPivot/Rig/CharacterRig/GameRig" index="0"]
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bones/4/rotation = Quaternion(0.276867, 1.54418e-08, 9.09865e-08, 0.960908)
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bones/8/rotation = Quaternion(-0.0863677, 0.751104, 0.383052, 0.530711)
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bones/9/rotation = Quaternion(0.99302, 0.0208734, -0.0309484, 0.111879)
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bones/10/rotation = Quaternion(-3.13921e-08, -0.000695086, 1.20449e-08, 1)
bones/11/position = Vector3(-4.6306e-08, 0.26601, 2.42145e-08)
bones/11/rotation = Quaternion(0.42088, -0.000700527, 0.000325171, 0.907116)
bones/12/position = Vector3(3.05151e-08, 0.22603, 5.03768e-08)
bones/12/rotation = Quaternion(-8.19226e-09, -0.00710644, 4.16102e-08, 0.999975)
bones/13/position = Vector3(-2.95495e-08, 0.22603, 2.68392e-09)
bones/13/rotation = Quaternion(-0.751873, 0.0118866, 0.0244057, 0.658749)
bones/15/position = Vector3(-0.131144, 0.963741, -0.0351291)
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bones/16/position = Vector3(-1.10042e-08, 0.265705, -3.31989e-08)
bones/16/rotation = Quaternion(-3.43227e-08, 0.00314323, 8.33075e-10, 0.999995)
bones/17/position = Vector3(1.83545e-08, 0.265705, 6.98543e-10)
bones/17/rotation = Quaternion(0.444873, 0.00329529, -0.00163701, 0.895586)
bones/18/position = Vector3(1.2807e-08, 0.225719, -8.28774e-09)
bones/18/rotation = Quaternion(-2.29017e-08, -0.00785732, 3.30149e-08, 0.999969)
bones/19/position = Vector3(-1.27748e-08, 0.225719, 1.12004e-08)
bones/19/rotation = Quaternion(-0.688453, -0.0281941, -0.000715942, 0.724732)
bones/21/position = Vector3(0.0251286, 1.42772, 0.0426046)
bones/21/rotation = Quaternion(-0.491987, -0.258546, -0.401, 0.728218)
bones/22/position = Vector3(0.188672, 1.46469, -0.0231734)
bones/22/rotation = Quaternion(0.0484565, -0.159908, 0.974512, -0.14969)
bones/23/rotation = Quaternion(3.74187e-08, -0.0171016, 3.06328e-08, 0.999854)
bones/24/rotation = Quaternion(0.301635, -0.0171023, -0.0184896, 0.953091)
bones/25/rotation = Quaternion(1.49943e-07, -1.20606e-07, 9.91859e-08, 1)
bones/26/rotation = Quaternion(-0.00824883, -0.00027077, -0.0328667, 0.999426)
bones/46/position = Vector3(-0.0113635, 1.42772, 0.0426046)
bones/46/rotation = Quaternion(-0.509839, 0.222086, 0.376119, 0.741132)
bones/47/position = Vector3(-0.167583, 1.46516, -0.0388371)
bones/47/rotation = Quaternion(-0.0729571, -0.137238, 0.973383, 0.16843)
bones/48/rotation = Quaternion(1.602e-07, 0.0151239, 1.37233e-07, 0.999886)
bones/49/rotation = Quaternion(0.33489, 0.0151244, 0.0289739, 0.94169)
bones/50/rotation = Quaternion(-8.73115e-08, 2.7474e-08, -1.28057e-07, 1)
bones/51/rotation = Quaternion(-0.00824876, 0.000270832, 0.032867, 0.999426)
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bones/71/rotation = Quaternion(1.93601e-08, 0.612295, 0.790629, -4.63906e-08)
bones/72/position = Vector3(-0.113426, 1.34628, -0.0262691)
bones/72/rotation = Quaternion(1.93601e-08, 0.612295, 0.790629, -4.63905e-08)
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bones/2/rotation = Quaternion(-0.00222335, -0.000422265, 0.0032149, 0.999992)
bones/3/rotation = Quaternion(-0.0968345, -0.000384538, 0.00851983, 0.995264)
bones/4/rotation = Quaternion(0.277419, 1.53073e-08, 9.16828e-08, 0.960749)
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bones/7/position = Vector3(-2.1299e-08, 0.896489, -0.0481734)
bones/8/position = Vector3(-4.01025e-08, 0.896489, -0.0481735)
bones/9/position = Vector3(0.131144, 0.962694, -0.0351291)
bones/9/rotation = Quaternion(0.992921, 0.0209228, -0.0309253, 0.112755)
bones/11/rotation = Quaternion(0.42287, -0.000700608, 0.000327092, 0.90619)
bones/13/rotation = Quaternion(-0.752734, 0.0118897, 0.0244102, 0.657765)
bones/15/position = Vector3(-0.131144, 0.962694, -0.0351291)
bones/15/rotation = Quaternion(0.972934, -0.00583165, 0.0272878, 0.229394)
bones/17/rotation = Quaternion(0.446755, 0.0033064, -0.00165122, 0.894649)
bones/19/rotation = Quaternion(-0.68928, -0.0281984, -0.000656595, 0.723945)
bones/21/position = Vector3(0.0251286, 1.42672, 0.0422261)
bones/21/rotation = Quaternion(-0.493751, -0.25781, -0.399714, 0.727992)
bones/22/position = Vector3(0.18843, 1.46351, -0.0242517)
bones/22/rotation = Quaternion(0.0506715, -0.159567, 0.9744, -0.150053)
bones/23/rotation = Quaternion(5.80698e-08, -0.0152922, 5.38809e-08, 0.999883)
bones/24/rotation = Quaternion(0.29749, -0.0152929, -0.018172, 0.95443)
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bones/46/rotation = Quaternion(-0.513008, 0.218555, 0.372878, 0.741632)
bones/47/position = Vector3(-0.166658, 1.46394, -0.0410617)
bones/47/rotation = Quaternion(-0.0780109, -0.136362, 0.972991, 0.169141)
bones/48/rotation = Quaternion(1.95859e-08, 0.0116753, 7.80851e-09, 0.999932)
bones/49/rotation = Quaternion(0.330118, 0.0116759, 0.0289322, 0.943424)
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bones/71/rotation = Quaternion(1.92827e-08, 0.613422, 0.789755, -4.64325e-08)
bones/72/position = Vector3(-0.113426, 1.34509, -0.0264149)
bones/72/rotation = Quaternion(1.92828e-08, 0.613422, 0.789755, -4.64324e-08)
[node name="RightHandBone" parent="RigPivot/Rig" index="2"]
transform = Transform3D(-0.962343, -0.270803, -0.0237133, 0.240061, -0.887533, 0.393263, -0.127543, 0.372761, 0.91912, -0.3414, 0.984146, -0.0261846)
transform = Transform3D(-0.962342, -0.270805, -0.0237117, 0.24142, -0.891486, 0.383366, -0.124956, 0.363205, 0.923292, -0.340475, 0.981905, -0.0307815)
[node name="LeftHandBone" parent="RigPivot/Rig" index="3"]
transform = Transform3D(-0.970513, 0.239108, 0.0305211, -0.220956, -0.933067, 0.283839, 0.0963466, 0.268726, 0.958386, 0.345483, 0.971752, -0.0462322)
transform = Transform3D(-0.970513, 0.239109, 0.0305209, -0.22183, -0.935488, 0.275051, 0.094319, 0.26017, 0.960945, 0.345241, 0.969934, -0.0494441)
[node name="RayAttachment" type="BoneAttachment3D" parent="RigPivot/Rig"]
transform = Transform3D(-0.962343, -0.270803, -0.0237133, 0.240061, -0.887533, 0.393263, -0.127543, 0.372761, 0.91912, -0.3414, 0.984146, -0.0261846)
transform = Transform3D(-0.962342, -0.270805, -0.0237117, 0.24142, -0.891486, 0.383366, -0.124956, 0.363205, 0.923292, -0.340475, 0.981905, -0.0307815)
bone_name = "DEF-hand.R"
bone_idx = 51
use_external_skeleton = true

View File

@ -83,114 +83,114 @@ script = ExtResource("1_n80wy")
[node name="CharacterRig" parent="." instance=ExtResource("2_ow4sk")]
[node name="Skeleton3D" parent="CharacterRig/GameRig" index="0"]
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bones/3/rotation = Quaternion(-0.182881, 0.00987481, -0.0362806, 0.982416)
bones/4/position = Vector3(-3.60077e-09, 0.0876191, -1.82989e-09)
bones/4/rotation = Quaternion(0.36008, -0.00620133, 0.113359, 0.925988)
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bones/8/rotation = Quaternion(-0.0783242, 0.74522, 0.394377, 0.531958)
bones/9/position = Vector3(0.145203, 0.964571, -0.00453131)
bones/9/rotation = Quaternion(0.999212, -0.00627247, -0.0354591, -0.0166688)
bones/10/position = Vector3(-1.72955e-08, 0.264687, 1.37854e-08)
bones/10/rotation = Quaternion(-3.53063e-08, -0.00409875, 1.92096e-08, 0.999992)
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bones/11/rotation = Quaternion(0.485793, -0.00381278, 0.00321418, 0.87406)
bones/12/position = Vector3(1.27702e-08, 0.22467, 2.81536e-08)
bones/12/rotation = Quaternion(1.2276e-08, -0.00508189, 5.25094e-08, 0.999987)
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bones/13/rotation = Quaternion(-0.631062, 0.0209205, -0.0164146, 0.775276)
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bones/14/rotation = Quaternion(-0.000100296, 0.967461, -0.253018, -0.000382481)
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bones/16/rotation = Quaternion(-8.14423e-09, 0.00421438, -3.3253e-08, 0.999991)
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bones/17/rotation = Quaternion(0.438936, 0.00422649, -0.00229088, 0.898505)
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bones/18/rotation = Quaternion(8.17914e-10, -0.00732776, 1.75348e-08, 0.999973)
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bones/23/rotation = Quaternion(4.16081e-08, -0.0586896, 2.86627e-08, 0.998276)
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bones/26/rotation = Quaternion(-0.0202571, 0.0418303, -0.149081, 0.987732)
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bones/11/rotation = Quaternion(0.423501, -0.000700628, 0.0003277, 0.905895)
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bones/12/rotation = Quaternion(-8.19226e-09, -0.00710644, 4.16102e-08, 0.999975)
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bones/18/rotation = Quaternion(-2.29017e-08, -0.00785732, 3.30149e-08, 0.999969)
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bones/40/rotation = Quaternion(0.652643, -0.00308142, -0.00421108, 0.757648)
bones/41/rotation = Quaternion(-0.0684174, 0.72411, 0.0332337, 0.685478)
bones/42/position = Vector3(-0.00715362, 0.0679857, -0.0481983)
bones/42/rotation = Quaternion(-0.120913, 0.799109, 0.0358921, 0.587807)
bones/43/rotation = Quaternion(0.498693, -0.0202706, -0.0256952, 0.866161)
bones/44/rotation = Quaternion(0.715385, 0.0353061, 0.0573143, 0.695481)
bones/45/rotation = Quaternion(-0.129059, 0.728936, -0.025026, 0.67184)
bones/46/position = Vector3(-0.00754272, 1.40917, 0.0902036)
bones/46/rotation = Quaternion(-0.478349, 0.269796, 0.369044, 0.749799)
bones/47/position = Vector3(-0.166029, 1.45873, 0.0241982)
bones/47/rotation = Quaternion(-0.154885, -0.291777, 0.90641, 0.263244)
bones/48/position = Vector3(3.3883e-09, 0.143428, 4.35032e-08)
bones/48/rotation = Quaternion(3.80958e-08, 0.00153199, 1.78284e-08, 0.999999)
bones/49/position = Vector3(1.70553e-08, 0.143428, 2.30038e-08)
bones/49/rotation = Quaternion(0.33034, 0.0141226, 0.190567, 0.924316)
bones/50/position = Vector3(-9.34286e-08, 0.127074, 3.68351e-08)
bones/50/rotation = Quaternion(-7.50417e-08, -0.0210312, -9.77642e-08, 0.999779)
bones/51/position = Vector3(1.33174e-07, 0.127074, 7.77374e-09)
bones/51/rotation = Quaternion(0.1739, -0.0211118, 0.0284399, 0.984126)
bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299185, -0.448241)
bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103548, 0.703488)
bones/54/rotation = Quaternion(0.741121, -0.00218271, -0.00265401, 0.671363)
bones/43/rotation = Quaternion(0.498693, -0.0202705, -0.0256953, 0.866161)
bones/44/rotation = Quaternion(0.715385, 0.035306, 0.0573145, 0.695481)
bones/45/rotation = Quaternion(-0.129059, 0.728936, -0.0250259, 0.67184)
bones/46/position = Vector3(-0.0113635, 1.42641, 0.0421056)
bones/46/rotation = Quaternion(-0.514014, 0.21743, 0.371846, 0.741784)
bones/47/position = Vector3(-0.166361, 1.46355, -0.041768)
bones/47/rotation = Quaternion(-0.0796176, -0.136082, 0.972861, 0.169366)
bones/48/position = Vector3(1.88476e-07, 0.143946, 1.02445e-08)
bones/48/rotation = Quaternion(-1.32489e-08, 0.0105782, -3.48093e-08, 0.999944)
bones/49/position = Vector3(6.5191e-09, 0.143946, -1.95094e-08)
bones/49/rotation = Quaternion(0.328598, 0.0105787, 0.0289164, 0.943968)
bones/50/position = Vector3(-1.48779e-07, 0.1276, 5.9139e-08)
bones/50/rotation = Quaternion(-8.73115e-08, 2.7474e-08, -1.28057e-07, 1)
bones/51/position = Vector3(1.9461e-07, 0.127601, 6.06248e-08)
bones/51/rotation = Quaternion(-0.00824876, 0.000270832, 0.032867, 0.999426)
bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299184, -0.448241)
bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103549, 0.703488)
bones/54/rotation = Quaternion(0.74112, -0.00218237, -0.00265409, 0.671363)
bones/55/rotation = Quaternion(-0.325269, 0.890055, 0.295977, 0.119998)
bones/56/rotation = Quaternion(0.514882, 0.11415, -0.114483, 0.841879)
bones/57/rotation = Quaternion(0.592004, 0.0381347, 0.0906991, 0.799907)
bones/59/position = Vector3(0.00316937, 0.0987207, 0.0147919)
bones/57/rotation = Quaternion(0.592004, 0.0381346, 0.0906992, 0.799907)
bones/59/position = Vector3(0.00316943, 0.0987207, 0.0147917)
bones/59/rotation = Quaternion(0.138771, -0.704916, 0.15571, 0.677932)
bones/60/rotation = Quaternion(0.579984, 0.0462614, -0.0308755, 0.812727)
bones/61/rotation = Quaternion(0.682777, -0.00174714, -0.00256456, 0.73062)
bones/62/rotation = Quaternion(-0.00426534, -0.736714, -0.0394788, 0.675038)
bones/63/position = Vector3(0.00622955, 0.0926414, -0.0236344)
bones/63/rotation = Quaternion(0.104096, -0.719607, 0.186262, 0.660784)
bones/60/rotation = Quaternion(0.579984, 0.0462615, -0.0308755, 0.812727)
bones/61/rotation = Quaternion(0.682777, -0.00174718, -0.00256448, 0.73062)
bones/62/rotation = Quaternion(-0.00426532, -0.736714, -0.0394788, 0.675038)
bones/63/position = Vector3(0.00622955, 0.0926417, -0.0236344)
bones/63/rotation = Quaternion(0.104095, -0.719607, 0.186262, 0.660784)
bones/64/rotation = Quaternion(0.670693, 0.0163391, -0.0185663, 0.741323)
bones/65/rotation = Quaternion(0.692499, 0.00330366, 0.0040391, 0.7214)
bones/66/rotation = Quaternion(-0.0684177, -0.72411, -0.0332339, 0.685477)
bones/67/position = Vector3(0.00715367, 0.0679857, -0.0481984)
bones/65/rotation = Quaternion(0.692499, 0.00330364, 0.00403917, 0.7214)
bones/66/rotation = Quaternion(-0.0684178, -0.72411, -0.0332339, 0.685477)
bones/67/position = Vector3(0.00715371, 0.0679859, -0.0481984)
bones/67/rotation = Quaternion(0.108364, -0.768224, 0.166291, 0.608635)
bones/68/rotation = Quaternion(0.629954, 0.0295148, 0.017751, 0.775869)
bones/68/rotation = Quaternion(0.629954, 0.0295149, 0.0177509, 0.775869)
bones/69/rotation = Quaternion(0.816678, -0.0439534, -0.0509861, 0.573155)
bones/70/rotation = Quaternion(-0.12906, -0.728937, 0.0250258, 0.67184)
bones/71/position = Vector3(0.123263, 1.32509, 0.0113221)
bones/71/rotation = Quaternion(0.0290692, 0.577285, 0.815667, 0.0241659)
bones/72/position = Vector3(-0.116005, 1.34191, 0.0178072)
bones/72/rotation = Quaternion(0.0290692, 0.577285, 0.815667, 0.0241659)
bones/71/position = Vector3(0.127191, 1.34471, -0.0264612)
bones/71/rotation = Quaternion(1.92581e-08, 0.613781, 0.789477, -4.64458e-08)
bones/72/position = Vector3(-0.113426, 1.34471, -0.0264613)
bones/72/rotation = Quaternion(1.92586e-08, 0.613774, 0.789482, -4.64455e-08)
[node name="Knight_01" parent="CharacterRig/GameRig/Skeleton3D" index="0"]
visible = false
@ -205,10 +205,10 @@ visible = false
root_node = NodePath("../CharacterRig")
tree_root = SubResource("AnimationNodeStateMachine_mq48a")
anim_player = NodePath("../CharacterRig/AnimationPlayer")
parameters/MoveSpace/blend_position = -0.786036
parameters/MoveSpace/blend_position = -1.0
[node name="RightHandBone" type="BoneAttachment3D" parent="."]
transform = Transform3D(-0.965485, -0.253821, -0.0584302, 0.19966, -0.865306, 0.459763, -0.167257, 0.432228, 0.886117, -0.344329, 1.01654, -0.127315)
transform = Transform3D(-0.962342, -0.270804, -0.023713, 0.241844, -0.892723, 0.380208, -0.124131, 0.360156, 0.924597, -0.340178, 0.981195, -0.0322447)
bone_name = "DEF-hand.R"
bone_idx = 51
use_external_skeleton = true
@ -220,7 +220,7 @@ transform = Transform3D(0.16656, 0.0770401, -0.983017, -0.982939, 0.0918653, -0.
[node name="longsword" parent="RightHandBone/WeaponSlot" instance=ExtResource("3_dka8l")]
[node name="LeftHandBone" type="BoneAttachment3D" parent="."]
transform = Transform3D(-0.915212, -0.391671, -0.0947697, 0.188873, -0.624672, 0.757701, -0.35597, 0.675558, 0.645683, 0.233604, 0.996937, 0.223621)
transform = Transform3D(-0.970513, 0.239108, 0.0305211, -0.222103, -0.936243, 0.272251, 0.0936726, 0.257444, 0.961742, 0.345163, 0.969359, -0.0504669)
bone_name = "DEF-hand.L"
bone_idx = 26
use_external_skeleton = true

View File

@ -96,11 +96,6 @@ transform = Transform3D(0.910214, 0, 0.414137, 0, 1, 0, -0.414137, 0, 0.910214,
[node name="tree_group_vege" parent="Vegetation" instance=ExtResource("5_eyekk")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.01405, 3.8147e-06, 6.12766)
[node name="OmniLight3D" type="OmniLight3D" parent="Vegetation"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.8535, 4.698, 7.48507)
light_color = Color(0.976179, 0.672277, 0.443964, 1)
omni_range = 3.44465
[node name="Enemies" type="Node3D" parent="."]
[node name="Enemy1" parent="Enemies" instance=ExtResource("6_uvsco")]

View File

@ -1,10 +1,10 @@
extends RayCast3D
func deal_damage() -> void:
func deal_damage(damage: float) -> void:
if !is_colliding():
return
var collider = get_collider()
if collider is Enemy:
collider.health_component.take_damage(15.0)
collider.health_component.take_damage(damage)
add_exception(collider)

View File

@ -14,7 +14,8 @@ func _physics_process(delta: float) -> void:
if direction.is_zero_approx():
return
player.velocity = direction * player.SPEED * speed_multiplier
player.velocity = direction * player.stats.speed.get_modifier() * speed_multiplier
print(player.stats.speed.get_modifier())
time_remaining -= delta
if time_remaining <= 0:
direction = Vector3.ZERO
@ -34,4 +35,3 @@ func _unhandled_input(event: InputEvent) -> void:
particles.emitting = true
timer.start(1.0)
time_remaining = dash_duration

View File

@ -2,7 +2,6 @@ extends CharacterBody3D
class_name Player
const SPEED: float = 5.0
const JUMP_VELOCITY: float = 4.5
const DECAY: float = 8.0
@ -63,6 +62,9 @@ func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("right_click"):
heavy_attack()
if event.is_action_pressed("debug_gain_xp"):
stats.xp += 10_000
func frame_camera_rotation() -> void:
horizontal_pivot.rotate_y(_look.x)
vertical_pivot.rotate_x(_look.y)
@ -103,8 +105,8 @@ func handle_idle_physics_frame(delta: float, direction: Vector3) -> void:
if !rig.is_idle() and !rig.is_dashing():
return
velocity.x = exponential_decay(velocity.x, direction.x * SPEED, DECAY, delta)
velocity.z = exponential_decay(velocity.z, direction.z * SPEED, DECAY, delta)
velocity.x = exponential_decay(velocity.x, direction.x * stats.speed.get_modifier(), DECAY, delta)
velocity.z = exponential_decay(velocity.z, direction.z * stats.speed.get_modifier(), DECAY, delta)
if direction:
look_toward_direction(direction, delta)
@ -119,7 +121,7 @@ func handle_slashing_physics_frame(delta: float) -> void:
velocity.x = _attack_direction.x * attack_move_speed
velocity.z = _attack_direction.z * attack_move_speed
look_toward_direction(_attack_direction, delta)
attack_cast.deal_damage()
attack_cast.deal_damage(10.0 + stats.strength.get_modifier())
func handle_overhead_physics_frame() -> void:
if !rig.is_overhead():
@ -133,4 +135,4 @@ func _on_health_component_defeat() -> void:
set_physics_process(false)
func _on_rig_heavy_attack() -> void:
area_attack.deal_damage(50.0)
area_attack.deal_damage(10.0 + stats.strength.get_modifier())