Compute-based pixel counting and basic ui

This commit is contained in:
Martin Felis
2024-01-27 15:58:16 +01:00
parent ad98216b2f
commit 993c69ea0a
21 changed files with 763 additions and 38 deletions
+8 -3
View File
@@ -1,4 +1,4 @@
extends CharacterBody3D
class_name Player extends CharacterBody3D
@export var color : Color = Color.DODGER_BLUE
@@ -12,10 +12,15 @@ extends CharacterBody3D
@export var coloring_sprite_path : NodePath
@export var coloring_bomb_sprite_path : NodePath
@onready var geometry = $Geometry
@onready var geometry: MeshInstance3D = $Geometry
@onready var collision: CollisionShape3D = $CollisionShape3D
signal bomb_triggered
var score : int = 0
var energy : float = 1.0
var radius = 0.15
var angle = 0
var is_dashing = false
var dash_time = 0
@@ -93,5 +98,5 @@ func _physics_process(delta):
coloring_bomb_sprite.global_position = coloring_sprite.global_position
func calc_coloring_position():
var result = Vector2 (global_position.x * 10 + 500, global_position.z * 10 + 500)
var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512)
return result;
+3 -1
View File
@@ -10,8 +10,10 @@ height = 0.75
radius = 0.15
[node name="Player1" type="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -7329.1, 0)
collision_layer = 5
collision_mask = 7
velocity = Vector3(0, -378.927, 0)
script = ExtResource("1_w5gy0")
move_right_action = "move_right_p1"
move_left_action = "move_left_p1"
@@ -21,7 +23,7 @@ dash_action = "dash_p1"
bomb_action = "bomb_p1"
[node name="Geometry" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472656, 0)
mesh = SubResource("BoxMesh_yle83")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]