chore(*): Remove redundant files

This commit is contained in:
Josh Creek
2025-07-16 23:05:32 +01:00
parent 35a23f79e3
commit 8650995c18
7 changed files with 1 additions and 193 deletions
-18
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@@ -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)
-37
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@@ -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
-37
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@@ -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