idk anymore

This commit is contained in:
2024-01-24 20:55:45 +01:00
parent e7973d6086
commit 649c83030d
63 changed files with 8112 additions and 194 deletions

View File

@@ -1,12 +1,33 @@
extends Node
var close_request_window: ConfirmationDialog
var pause_menu: PauseMenu
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
close_request_window = preload("res://scenes/close_game_confirmation.tscn").instantiate()
add_child(close_request_window)
pause_menu = preload("res://scenes/gui/menus/pause_menu.tscn").instantiate()
add_child(pause_menu)
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_CLOSE_REQUEST:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
close_request_window.popup()
popup_close_dialog()
if what == NOTIFICATION_APPLICATION_FOCUS_OUT:
show_pause_menu()
func popup_close_dialog() -> void:
uncapture_mouse()
close_request_window.popup()
func show_pause_menu() -> void:
uncapture_mouse()
get_tree().paused = true
pause_menu.show()
func uncapture_mouse() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
show_pause_menu()

View File

@@ -6,25 +6,25 @@ class_name GravityGunLayer
@export var player: Player
var collider: RigidBody3D
var spring_length_cap: float
@export_range(1.5,10) var spring_length_cap: float = 10
func _on_visibility_changed() -> void:
set_physics_process(visible) # Deaktiviert die Schleife unten wenn die Gun unsichtbar ist.
func _ready() -> void:
# Führt sie auch am Anfang aus wenn sich die visibility noch nicht geändert hat
_on_visibility_changed()
await player.ready
spring_length_cap = player.spring_arm.spring_length
func _physics_process(_delta):
if player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED && player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"):
gravity_particles.visible = true
if collider:
collider.global_position = player.goal.global_position
if Input.is_action_just_pressed("gravity_freeze"):
collider.freeze = true
elif player.raycast.get_collider() is RigidBody3D:
collider = player.raycast.get_collider()
collider.lock_rotation = true
collider.freeze = false
lock_vertical_rotation(collider,true)
if Input.is_action_pressed("gravity_push") || Input.is_action_just_pressed("gravity_push"):
player.spring_arm.spring_length += .5
if Input.is_action_pressed("gravity_pull") || Input.is_action_just_pressed("gravity_pull"):
@@ -33,6 +33,14 @@ func _physics_process(_delta):
else:
gravity_particles.visible = false
if collider:
collider.lock_rotation = false
lock_vertical_rotation(collider,false)
collider = null
func lock_vertical_rotation(body: RigidBody3D, locked: bool):
if locked:
var rot = body.rotation
body.rotation = Vector3(0,rot.y,0)
body.axis_lock_linear_x = locked
body.axis_lock_linear_z = locked
body.axis_lock_angular_x = locked
body.axis_lock_angular_z = locked

View File

@@ -1,4 +1,5 @@
extends Control
class_name MainMenu
func _on_start_game_pressed() -> void:
pass # Replace with function body.
get_tree().change_scene_to_file("res://scenes/levels/lvl_1.tscn")

View File

@@ -1,3 +1,20 @@
extends Control
extends CanvasLayer
class_name PauseMenu
signal continued
func _on_continue_pressed() -> void:
hide()
get_tree().paused = false
continued.emit()
func _on_restart_level_pressed() -> void:
if !get_tree().current_scene is MainMenu:
get_tree().reload_current_scene()
hide()
get_tree().paused = false
func _on_close_level_pressed() -> void:
WindowManager.popup_close_dialog()

View File

@@ -19,6 +19,7 @@ func _ready() -> void:
capture()
camera.make_current()
$Camera3D/DDOF.show() # Würde den spieler im editor unsichtbar machen
WindowManager.pause_menu.continued.connect(capture)
func _physics_process(delta: float) -> void:
gun_cam.transform = camera.transform
@@ -51,16 +52,9 @@ func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion && Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * camera_senitivity * 0.0025)
camera.rotate_x(-event.relative.y * camera_senitivity * 0.0015)
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -80, 80)
camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -50, 80)
if event.is_action_pressed("pause"):
capture(false)
if event.is_action_pressed("mouse_capture"):
capture()
func _notification(what: int) -> void:
if what == NOTIFICATION_APPLICATION_FOCUS_OUT:
capture(false)
func capture(value: bool = true) -> void:
if value: