Added little pirate and better movement.
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5209657cef
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91863845c5
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@ -6,26 +6,70 @@ public class MovableComponent : Node
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public Vector3 targetPosition = Vector3.Zero;
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public Vector3 currentPosition = Vector3.Zero;
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public Vector3 currentVelocity = Vector3.Zero;
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public float targetAngle = 0;
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public float currentAngle = 0;
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public float currentAngularVelocity = 0;
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[Export] public float maxSpeed = 3;
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private SpringDamper _springDamper;
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private SpringDamper _positionSpringDamper;
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private SpringDamper _angleSpringDamper;
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[Signal]
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delegate void PositionUpdated(Vector3 newPosition);
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[Signal]
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delegate void OrientationUpdated(float newAngle);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_springDamper = new SpringDamper(4, 0.99f, 0.5f);
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_positionSpringDamper = new SpringDamper(4, 0.99f, 0.5f);
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_angleSpringDamper = new SpringDamper(4, 0.99f, 0.5f);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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{
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if ((targetPosition - currentPosition).LengthSquared() > 0.01)
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Vector3 targetDir = Vector3.Zero;
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Vector3 targetError = targetPosition - currentPosition;
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if (targetError.LengthSquared() > 0.01)
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{
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targetDir = targetError.Normalized();
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targetAngle = new Vector3(0, 0, 1).SignedAngleTo(targetDir, Vector3.Up);
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if (currentAngle < Mathf.Pi && targetAngle > Mathf.Pi)
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{
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}
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if (targetAngle - currentAngle > Mathf.Pi)
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{
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currentAngle += 2 * Mathf.Pi;
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}
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else if (targetAngle - currentAngle < -Mathf.Pi)
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{
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currentAngle -= 2 * Mathf.Pi;
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}
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}
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if (Mathf.Abs(currentAngularVelocity) > 0.1 || Mathf.Abs(targetAngle - currentAngle) > 0.01)
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{
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var springDamperResult = _angleSpringDamper.Calc(currentAngle, currentAngularVelocity, targetAngle, delta);
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currentAngle = springDamperResult.Item1;
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currentAngularVelocity = springDamperResult.Item2;
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EmitSignal("OrientationUpdated", this.currentAngle);
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}
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if (( Mathf.Abs(currentAngularVelocity) < 5 && Mathf.Abs(targetAngle - currentAngle) < 0.3)
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&& (targetPosition - currentPosition).LengthSquared() > 0.01)
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{
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var springDamperResult =
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_springDamper.CalcClampedSpeed(currentPosition, currentVelocity, targetPosition, delta, maxSpeed);
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_positionSpringDamper.CalcClampedSpeed(currentPosition, currentVelocity, targetPosition, delta, maxSpeed);
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currentPosition = springDamperResult.Item1;
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currentVelocity = springDamperResult.Item2;
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@ -4,6 +4,7 @@ using System;
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public class Player : KinematicBody
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{
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private MovableComponent _movable;
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private Spatial _geometry;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -12,7 +13,10 @@ public class Player : KinematicBody
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if (_movable != null)
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{
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_movable.Connect("PositionUpdated", this, nameof(OnPositionUpdated));
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_movable.Connect("OrientationUpdated", this, nameof(OnOrientationUpdated));
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}
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_geometry = (Spatial)FindNode("Geometry", false);
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}
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private void OnPositionUpdated(Vector3 newPosition)
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@ -21,4 +25,9 @@ public class Player : KinematicBody
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transform.origin = newPosition;
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Transform = transform;
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}
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private void OnOrientationUpdated(float newOrientation)
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{
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_geometry.Transform = new Transform (new Quat(Vector3.Up, newOrientation), Vector3.Zero);
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}
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}
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@ -9,17 +9,17 @@
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config_version=4
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_global_script_classes=[ {
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"base": "Node",
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"base": "Reference",
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"class": "ClickableComponent",
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"language": "GDScript",
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"path": "res://components/ClickableComponent.gd"
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}, {
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"base": "KinematicBody2D",
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"base": "Reference",
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"class": "CollisionLine",
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"language": "GDScript",
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"path": "res://utils/CollisionLine.gd"
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}, {
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"base": "Node",
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"base": "Reference",
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"class": "ColorComponent",
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"language": "GDScript",
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"path": "res://components/ColorComponent.gd"
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@ -54,7 +54,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://utils/SpringDamper.gd"
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}, {
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"base": "Sprite",
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"base": "Reference",
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"class": "TintedSpriteComponent",
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"language": "GDScript",
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"path": "res://components/TintedSpriteComponent.gd"
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@ -1,6 +1,7 @@
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[gd_scene load_steps=13 format=2]
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[gd_scene load_steps=14 format=2]
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[ext_resource path="res://scenes/AdaptiveWorldStream.cs" type="Script" id=1]
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[ext_resource path="res://assets/CreatusPiratePack/characters/Pirate1final.glb" type="PackedScene" id=2]
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[ext_resource path="res://scenes/World.gd" type="Script" id=3]
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[ext_resource path="res://scenes/StreamContainer.cs" type="Script" id=4]
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[ext_resource path="res://entities/Player.cs" type="Script" id=5]
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@ -211,7 +212,13 @@ script = ExtResource( 6 )
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[node name="MeshInstance" type="MeshInstance" parent="Player"]
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transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0.5, 0 )
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visible = false
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mesh = SubResource( 8 )
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[node name="Movable" type="Node" parent="Player"]
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script = ExtResource( 8 )
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[node name="Geometry" type="Spatial" parent="Player"]
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[node name="Mesh" parent="Player/Geometry" instance=ExtResource( 2 )]
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0, 0 )
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@ -4,11 +4,8 @@ using Godot;
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using System;
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using System.Diagnostics;
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public class SpringDamper : Node
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public class SpringDamper
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{
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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public float omega = 1;
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public float zeta = 1;
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@ -19,12 +16,20 @@ public class SpringDamper : Node
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zeta = Mathf.Log(1.0f - osc_red) / (-omega * osc_red_h);
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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public (float, float) Calc(float x, float v, float xt, float h)
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{
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}
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float f = 1 + 2 * h * zeta * omega;
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float oo = omega * omega;
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float hoo = oo * h;
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float hhoo = hoo * h;
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float det_inv = 1.0f / (f + hhoo);
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float det_x = f * x + h * v + hhoo * xt;
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float det_v = v + hoo * (xt - x);
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return (det_x * det_inv, det_v * det_inv);
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}
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public (Vector3, Vector3) Calc(Vector3 x, Vector3 v, Vector3 xt, float h)
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{
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float f = 1 + 2 * h * zeta * omega;
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