diff options
Diffstat (limited to 'scripts')
-rw-r--r-- | scripts/level_gen.gd | 2 | ||||
-rw-r--r-- | scripts/player.gd | 1 | ||||
-rw-r--r-- | scripts/spinner.gd | 29 |
3 files changed, 22 insertions, 10 deletions
diff --git a/scripts/level_gen.gd b/scripts/level_gen.gd index 0a171d0..0300817 100644 --- a/scripts/level_gen.gd +++ b/scripts/level_gen.gd @@ -168,11 +168,13 @@ func _ready(): var num_rocks = random.randi_range(5, 15) var seed_tree_prefab = preload("res://prefab/tree_seed.tscn") + var spinner_prefab = preload("res://prefab/spinner.tscn") place_objects(num_trees, tree_prefab) place_objects(num_rocks, rock_prefab) place_objects(5, seed_tree_prefab) + place_objects(3, spinner_prefab) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): diff --git a/scripts/player.gd b/scripts/player.gd index 247f5ec..f0886ef 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -38,6 +38,7 @@ func pickup(): var node = current_node node.get_parent().remove_child(node) node.queue_free() + elif holding == null: holding = current_node current_node.get_parent().remove_child(current_node) diff --git a/scripts/spinner.gd b/scripts/spinner.gd index ffeebd7..370518d 100644 --- a/scripts/spinner.gd +++ b/scripts/spinner.gd @@ -1,19 +1,28 @@ extends Node3D - -var positions = [ - Vector3(-1, 0, -1), - Vector3( 1, 0, -1), - Vector3( 1, 0, 1), - Vector3(-1, 0, 1), -] +const SPEED: float = 2.0 +const RADIUS: float = 5.0 +var seed_pos: Vector3 = Vector3(RADIUS, 0, 0) # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. - # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): - $dude.transform() - pass + if get_node_or_null("Seed") == null: + get_parent().remove_child(self) + queue_free() + return + + seed_pos = seed_pos.rotated(Vector3(0, 1, 0), SPEED*delta) + var real_pos = global_position + seed_pos + var space = get_world_3d().direct_space_state + var cast_pos = Vector3(real_pos.x, 100, real_pos.z) + var cast_dest = Vector3(cast_pos.x, 0, cast_pos.z) + var query = PhysicsRayQueryParameters3D.create(cast_pos, cast_dest) + query.collision_mask = 0b1 + var result = space.intersect_ray(query) + + if result: + $Seed.position = result.position - global_position |