Initial Commit
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10 changed files with 516 additions and 0 deletions
58
scripts/computer.gd
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58
scripts/computer.gd
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extends StaticBody3D
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const TARGET = 100
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var current = 0
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var pc_occupied = [0, 0, 0,]
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var pc_body = [0, 0, 0]
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func _ready():
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Game.computers += 1
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func _on_computer_tick_timeout():
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current += (pc_occupied[0] + pc_occupied[1] + pc_occupied[2])
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if current >= TARGET:
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current = "Complete"
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$computer_tick.stop()
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Game.computers -= 1
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$pc_1/Label3D.text = str(current)
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$pc_2/Label3D.text = str(current)
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$pc_3/Label3D.text = str(current)
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func _on_pc_1_area_body_entered(body):
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if pc_occupied[0] == 0:
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body.has_method("_input")
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pc_occupied[0] = 1
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pc_body[0] = body
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func _on_pc_2_area_body_entered(body):
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if pc_occupied[1] == 0:
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pc_occupied[1] = 1
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pc_body[1] = body
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func _on_pc_3_area_body_entered(body):
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if pc_occupied[2] == 0:
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pc_occupied[2] = 1
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pc_body[2] = body
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func _on_pc_1_area_body_exited(body):
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if pc_occupied[0] == 1 and body == pc_body[0]:
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pc_occupied[0] = 0
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pc_body[0] = 0
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func _on_pc_2_area_body_exited(body):
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if pc_occupied[1] == 1 and body == pc_body[1]:
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pc_occupied[1] = 0
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pc_body[1] = 0
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func _on_pc_3_area_body_exited(body):
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if pc_occupied[2] == 1 and body == pc_body[2]:
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pc_occupied[2] = 0
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pc_body[2] = 0
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6
scripts/game.gd
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6
scripts/game.gd
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extends Node
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var computers = 0
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func _process(delta):
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print(computers)
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53
scripts/movement.gd
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53
scripts/movement.gd
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var zoom = 0
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta):
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if not is_on_floor():
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velocity.y -= gravity * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func _input(event):
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if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0):
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var camera_rotation = event.relative * 0.01
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if $cam_y.rotation.x <= 1.6 && camera_rotation.y <= 0:
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$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
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elif $cam_y.rotation.x >= -1.6 && camera_rotation.y >= 0:
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$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
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if $cam_y.rotation.x >= 1.6:
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$cam_y.rotation.x = 1.6
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elif $cam_y.rotation.x <= -1.6:
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$cam_y.rotation.x = -1.6
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rotate(Vector3.DOWN, camera_rotation.x)
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func _unhandled_input(event):
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if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
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zoom = -1
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$cam_y/Camera3D.position.z += zoom
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elif event.is_action_pressed("zoom_out") && $cam_y/Camera3D.position.z <= 20:
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zoom = 1
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$cam_y/Camera3D.position.z += zoom
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else:
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zoom = 0
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