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-rw-r--r--prefab/player.tscn2
-rw-r--r--prefab/tree.tscn1
-rw-r--r--scripts/level_gen.gd3
-rw-r--r--scripts/player.gd8
4 files changed, 7 insertions, 7 deletions
diff --git a/prefab/player.tscn b/prefab/player.tscn
index d6c1432..a514664 100644
--- a/prefab/player.tscn
+++ b/prefab/player.tscn
@@ -24,6 +24,8 @@ shape = SubResource("BoxShape3D_ibgtc")
mesh = SubResource("BoxMesh_wkmld")
[node name="ThirdPersonCamera" parent="." instance=ExtResource("1_stkca")]
+distance_from_pivot = 5.0
+pivot_offset = Vector2(0, 1)
[node name="Picker" type="Area3D" parent="."]
collision_layer = 2
diff --git a/prefab/tree.tscn b/prefab/tree.tscn
index 855920d..de04de6 100644
--- a/prefab/tree.tscn
+++ b/prefab/tree.tscn
@@ -9,6 +9,7 @@ height = 10.0
[node name="Tree" type="Node3D"]
[node name="StaticBody3D" type="StaticBody3D" parent="."]
+collision_layer = 5
[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5, 0)
diff --git a/scripts/level_gen.gd b/scripts/level_gen.gd
index 988bace..779ad01 100644
--- a/scripts/level_gen.gd
+++ b/scripts/level_gen.gd
@@ -155,8 +155,7 @@ func _ready():
collision_shape.set_shape(col_mesh)
var static_body = StaticBody3D.new()
- static_body.collision_layer = 0xb101
- static_body.collision_mask = 0xb101
+ static_body.collision_layer = 0b101
static_body.add_child(collision_shape)
static_body.add_child(m)
diff --git a/scripts/player.gd b/scripts/player.gd
index 2d4db99..7c6079b 100644
--- a/scripts/player.gd
+++ b/scripts/player.gd
@@ -94,7 +94,7 @@ func _physics_process(delta):
if is_on_wall():
for col in get_slide_collision_count():
var col_obj = get_slide_collision(col)
- print(col_obj.get_collider().collision_layer)
+ #print("Collider layer is ", col_obj.get_collider().collision_layer, " ", col_obj.get_collider())
if col_obj.get_collider().collision_layer & 0b100:
valid_climb = true
@@ -102,10 +102,8 @@ func _physics_process(delta):
last_wall_direction = get_wall_normal()
climbing = true
stam_consumption += RUN_CONSUMPTION
- print("Climbing now")
elif climbing:
climbing = false
- print("Not climbing")
if climbing:
climb_direction_fwd = (Vector3.UP - Vector3.UP.project(last_wall_direction)).normalized()
@@ -123,10 +121,10 @@ func _physics_process(delta):
var direction = (input_dir.y * fwd + input_dir.x * right).normalized()
var climb_direction = (input_dir.y * climb_direction_fwd + input_dir.x * climb_direction_right).normalized()
if climbing:
- print("Climb direction is ", climb_direction_fwd, " ", climb_direction_right, " ", get_wall_normal())
+ #print("Climb direction is ", climb_direction_fwd, " ", climb_direction_right, " ", get_wall_normal())
velocity = climb_direction * speed
velocity += -speed * last_wall_direction
- print("Velocity is ", velocity)
+ #print("Velocity is ", velocity)
elif direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed