diff --git a/Game/objects/Player Controller/Player.tscn b/Game/objects/Player Controller/Player.tscn deleted file mode 100644 index 7a407fb..0000000 --- a/Game/objects/Player Controller/Player.tscn +++ /dev/null @@ -1,22 +0,0 @@ -[gd_scene load_steps=4 format=3 uid="uid://cf1pwgl0y0mi6"] - -[ext_resource type="Script" uid="uid://bjpyemep3etrk" path="res://objects/Player Controller/PlayerController.gd" id="1_krxqb"] - -[sub_resource type="BoxMesh" id="BoxMesh_b7em5"] - -[sub_resource type="BoxShape3D" id="BoxShape3D_b7em5"] - -[node name="Player" type="CharacterBody3D"] -script = ExtResource("1_krxqb") - -[node name="MeshInstance3D" type="MeshInstance3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0) -mesh = SubResource("BoxMesh_b7em5") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0) -shape = SubResource("BoxShape3D_b7em5") - -[node name="Camera3D" type="Camera3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 0.91567, 0.401932, 0, -0.401932, 0.91567, 0, 1.85306, 1.55387) -current = true diff --git a/Game/objects/Player Controller/PlayerController.gd b/Game/objects/Player Controller/PlayerController.gd deleted file mode 100644 index 85eca02..0000000 --- a/Game/objects/Player Controller/PlayerController.gd +++ /dev/null @@ -1,77 +0,0 @@ -class_name PlayerController -extends CharacterBody3D - -@export_group("Movement") -@export var max_speed : float = 4.0 -@export var acceleration : float = 20.0 -@export var braking : float = 20.0 -@export var air_acceleration : float = 4.0 -@export var jump_force : float = 5.0 -@export var gravity_modifier : float = 1.5 -@export var max_turbo_speed : float = 6.0 -var is_turboing : bool = false - -@export_group("Camera") -@export var look_sensitivity : float = 0.005 -var camera_look_input : Vector2 - -@onready var camera : Camera3D = get_node("Camera3D") -@onready var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") * gravity_modifier - -func _ready(): - # Lock the mouse - Input.mouse_mode = Input.MOUSE_MODE_CAPTURED - -func _physics_process(delta): - # Apply gravity - if not is_on_floor(): - velocity.y -= gravity * delta - - # Jumping - if Input.is_action_pressed("move_up") and is_on_floor(): - velocity.y = jump_force - - # Movement - var move_input = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") - var move_dir = (transform.basis * Vector3(move_input.x, 0, move_input.y)).normalized() - - is_turboing = Input.is_action_pressed("turbo") - - var target_speed = max_speed - - if is_turboing: - target_speed = max_turbo_speed - var run_dot = -move_dir.dot(transform.basis.z) - run_dot = clamp(run_dot, 0.0, 1.0) - move_dir *= run_dot - - var current_smoothing = acceleration - - if not is_on_floor(): - current_smoothing = air_acceleration - elif not move_dir: - current_smoothing = braking - - var target_vel = move_dir * target_speed - - velocity.x = lerp(velocity.x, target_vel.x, current_smoothing * delta) - velocity.z = lerp(velocity.z, target_vel.z, current_smoothing * delta) - - move_and_slide() - - # Camera Look - rotate_y(-camera_look_input.x * look_sensitivity) - camera.rotate_x(-camera_look_input.y * look_sensitivity) - camera.rotation.x = clamp(camera.rotation.x, -1.5, 1.5) - camera_look_input = Vector2.ZERO - - # Mouse - if Input.is_action_just_pressed("ui_cancel"): - if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE: - Input.mouse_mode = Input.MOUSE_MODE_CAPTURED - else: - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE - -func _unhandled_input(event): - if event is InputEventMouseMotion: - camera_look_input = event.relative diff --git a/Game/objects/Player Controller/PlayerController.gd.uid b/Game/objects/Player Controller/PlayerController.gd.uid deleted file mode 100644 index e5dfea5..0000000 --- a/Game/objects/Player Controller/PlayerController.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://bjpyemep3etrk diff --git a/Game/scenes/match.tscn b/Game/scenes/match.tscn index 509c162..5c17d15 100644 --- a/Game/scenes/match.tscn +++ b/Game/scenes/match.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=13 format=3 uid="uid://djlfte5nx8sel"] +[gd_scene load_steps=13 format=3 uid="uid://b0dle2c5y4e2q"] [ext_resource type="PackedScene" uid="uid://dnra1buk328d" path="res://objects/vehicle.tscn" id="2_2d4ji"] [ext_resource type="PackedScene" uid="uid://27u3tdc5yqnl" path="res://objects/ball.tscn" id="2_mv342"] diff --git a/Game/scripts/MatchCamera3D.gd b/Game/scripts/MatchCamera3D.gd deleted file mode 100644 index ef7f1ec..0000000 --- a/Game/scripts/MatchCamera3D.gd +++ /dev/null @@ -1,18 +0,0 @@ -extends Camera3D - -@export var vehicle: RigidBody3D -@export var ball: RigidBody3D - -func _physics_process(delta): - if vehicle and ball: - # Adjust the offset based on your scene scale - # Increasing Y component to raise the camera higher above the vehicle - var offset = Vector3(0, 2, -2) # Adjust Y to change height - - # Position the camera behind and above the vehicle - var behind_vehicle = vehicle.global_transform.origin - vehicle.global_transform.basis.z * offset.z - behind_vehicle += vehicle.global_transform.basis.y * offset.y - - global_transform.origin = behind_vehicle - - look_at(ball.global_transform.origin, Vector3.UP) diff --git a/Game/scripts/player1.gd b/Game/scripts/player1.gd deleted file mode 100644 index dece57e..0000000 --- a/Game/scripts/player1.gd +++ /dev/null @@ -1,37 +0,0 @@ -extends 'res://scripts/Vehicle.gd' - -func get_input_vector() -> Vector3: - var input_vector = Vector3.ZERO - var camera_path = "/root/MatchNode3D/Players/GridContainer/SubViewportContainer/SubViewport/Player1/Camera3D" - var camera = get_node(camera_path) - - if camera: - var camera_transform = camera.global_transform - var forward_direction = -camera_transform.basis.z - var right_direction = camera_transform.basis.x - var y_movement = input_vector.y - - if Input.is_action_pressed("move_forward"): - input_vector += forward_direction - if Input.is_action_pressed("move_backward"): - input_vector -= forward_direction - if Input.is_action_pressed("move_left"): - input_vector -= right_direction - if Input.is_action_pressed("move_right"): - input_vector += right_direction - - # Zero out the Y component to restrict movement to the XZ plane - input_vector.y = 0 - - # Add back the preserved Y movement - input_vector.y = y_movement - - if Input.is_action_pressed("move_up"): - input_vector.y += 1 - if Input.is_action_pressed("move_down"): - input_vector.y -= 1 - - return input_vector.normalized() - else: - print("Camera not found") - return Vector3.ZERO diff --git a/Game/scripts/player2.gd b/Game/scripts/player2.gd deleted file mode 100644 index c2421ca..0000000 --- a/Game/scripts/player2.gd +++ /dev/null @@ -1,37 +0,0 @@ -extends 'res://scripts/Vehicle.gd' - -func get_input_vector() -> Vector3: - var input_vector = Vector3.ZERO - var camera_path = "/root/MatchNode3D/Players/GridContainer/SubViewportContainer/SubViewport/Player1/Camera3D" - var camera = get_node(camera_path) - - if camera: - var camera_transform = camera.global_transform - var forward_direction = -camera_transform.basis.z - var right_direction = camera_transform.basis.x - var y_movement = input_vector.y - - if Input.is_action_pressed("move_forward2"): - input_vector += forward_direction - if Input.is_action_pressed("move_backward2"): - input_vector -= forward_direction - if Input.is_action_pressed("move_left2"): - input_vector -= right_direction - if Input.is_action_pressed("move_right2"): - input_vector += right_direction - - # Zero out the Y component to restrict movement to the XZ plane - input_vector.y = 0 - - # Add back the preserved Y movement - input_vector.y = y_movement - - if Input.is_action_pressed("move_up2"): - input_vector.y += 1 - if Input.is_action_pressed("move_down2"): - input_vector.y -= 1 - - return input_vector.normalized() - else: - print("Camera not found") - return Vector3.ZERO