better in-game timer

as in, use `_process()` and add a number
could you lag on purpose before finishing to cut time? probably not
This commit is contained in:
Taevas 2025-03-25 17:48:00 +01:00
parent 4afec6386c
commit df7736a9d1
10 changed files with 180 additions and 190 deletions

View file

@ -1,10 +1,10 @@
[gd_scene load_steps=4 format=3 uid="uid://cnnvwotv33u1b"]
[ext_resource type="PackedScene" uid="uid://dw0xl8644x166" path="res://elements/gravity.tscn" id="1_h0h2o"]
[ext_resource type="PackedScene" uid="uid://df5m716pd6mej" path="res://elements/sphere.tscn" id="2_ophnk"]
[gd_scene load_steps=11 format=3 uid="uid://cnnvwotv33u1b"]
[sub_resource type="GDScript" id="GDScript_bnqcw"]
script/source = "extends Node3D
script/source = "class_name Player
extends Node3D
var velocity: Vector3 = Vector3(0, 0, 0)
func _physics_process(_delta: float) -> void:
$SpotLightMain.position = $Sphere.position + Vector3(0, 5, 0)
@ -17,7 +17,7 @@ func _physics_process(_delta: float) -> void:
$Camera.position = $Sphere.position + Vector3(0, 0, 15)
## Angle of the camera, so the player can see where the ball is going
var velocity: Vector3 = $Sphere.linear_velocity
velocity = $Sphere.linear_velocity
var desired_x = max(min(velocity.y, 35), -35)
var desired_y = max(min(-velocity.x, 50), -50)
var difference_x = $Camera.rotation_degrees.x - desired_x
@ -31,13 +31,43 @@ func _physics_process(_delta: float) -> void:
$Camera.fov = default_fov + (total_velocity / 12)
"
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_vumbr"]
bounce = 0.2
[sub_resource type="SphereShape3D" id="SphereShape3D_xfgrm"]
[sub_resource type="Gradient" id="Gradient_bgp4x"]
colors = PackedColorArray(0.942957, 7.89344e-06, 0.597148, 1, 0, 0.9912, 0.9912, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_5d6uk"]
gradient = SubResource("Gradient_bgp4x")
fill_from = Vector2(0.504951, 0.00495049)
fill_to = Vector2(0.549505, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_qcgmu"]
albedo_texture = SubResource("GradientTexture2D_5d6uk")
[sub_resource type="SphereMesh" id="SphereMesh_bor8g"]
material = SubResource("StandardMaterial3D_qcgmu")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_4tofj"]
direction = Vector3(0, 0, 0)
gravity = Vector3(0, 0, 0)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2ybet"]
vertex_color_use_as_albedo = true
albedo_color = Color(0, 0.734117, 0.734117, 1)
[sub_resource type="SphereMesh" id="SphereMesh_1m3ut"]
material = SubResource("StandardMaterial3D_2ybet")
radius = 0.2
height = 0.4
radial_segments = 8
rings = 4
[node name="Player" type="Node3D"]
script = SubResource("GDScript_bnqcw")
[node name="Gravity" parent="." instance=ExtResource("1_h0h2o")]
[node name="Sphere" parent="." instance=ExtResource("2_ophnk")]
[node name="Camera" type="Camera3D" parent="."]
current = true
@ -61,3 +91,20 @@ spot_range = 50.0
[node name="SpotLightBottom" type="SpotLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
spot_range = 50.0
[node name="Sphere" type="RigidBody3D" parent="."]
collision_priority = 100.0
axis_lock_linear_z = true
physics_material_override = SubResource("PhysicsMaterial_vumbr")
contact_monitor = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="Sphere"]
shape = SubResource("SphereShape3D_xfgrm")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Sphere"]
mesh = SubResource("SphereMesh_bor8g")
[node name="GPUParticles3D" type="GPUParticles3D" parent="Sphere"]
amount = 16
process_material = SubResource("ParticleProcessMaterial_4tofj")
draw_pass_1 = SubResource("SphereMesh_1m3ut")

View file

@ -5,7 +5,8 @@
[ext_resource type="AudioStream" uid="uid://cvvs74ep5d4wt" path="res://sounds/ring2.ogg" id="3_lkqw0"]
[sub_resource type="GDScript" id="GDScript_86vhg"]
script/source = "extends CSGTorus3D
script/source = "class_name Ring
extends CSGTorus3D
var happy_material = preload(\"res://graphics/happy_material.tres\")

View file

@ -1,52 +0,0 @@
[gd_scene load_steps=10 format=3 uid="uid://df5m716pd6mej"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_vumbr"]
bounce = 0.2
[sub_resource type="SphereShape3D" id="SphereShape3D_xfgrm"]
[sub_resource type="Gradient" id="Gradient_bgp4x"]
colors = PackedColorArray(0.942957, 7.89344e-06, 0.597148, 1, 0, 0.9912, 0.9912, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_5d6uk"]
gradient = SubResource("Gradient_bgp4x")
fill_from = Vector2(0.504951, 0.00495049)
fill_to = Vector2(0.549505, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_qcgmu"]
albedo_texture = SubResource("GradientTexture2D_5d6uk")
[sub_resource type="SphereMesh" id="SphereMesh_bor8g"]
material = SubResource("StandardMaterial3D_qcgmu")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_4tofj"]
direction = Vector3(0, 0, 0)
gravity = Vector3(0, 0, 0)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2ybet"]
vertex_color_use_as_albedo = true
albedo_color = Color(0, 0.734117, 0.734117, 1)
[sub_resource type="SphereMesh" id="SphereMesh_1m3ut"]
material = SubResource("StandardMaterial3D_2ybet")
radius = 0.2
height = 0.4
radial_segments = 8
rings = 4
[node name="Sphere" type="RigidBody3D"]
collision_priority = 100.0
axis_lock_linear_z = true
physics_material_override = SubResource("PhysicsMaterial_vumbr")
contact_monitor = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_xfgrm")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_bor8g")
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
amount = 16
process_material = SubResource("ParticleProcessMaterial_4tofj")
draw_pass_1 = SubResource("SphereMesh_1m3ut")