switch to godot 4 alpha 5

This commit is contained in:
AleaJactaEst 2022-03-25 20:52:26 +01:00
parent e29fa2f4dd
commit 2c3ffc67b4
52 changed files with 340 additions and 338 deletions

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@ -90,7 +90,7 @@ void vertex()
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@ -58,7 +58,7 @@ func _process(_delta):
if not sticky:
# For non-sticky waypoints, we don't need to clamp and calculate
# the position if the waypoint goes off screen.
rect_position = unprojected_position
position = unprojected_position
visible = not is_behind
return
@ -83,36 +83,36 @@ func _process(_delta):
var diff = angle_diff(look.basis.get_euler().x, camera_transform.basis.get_euler().x)
unprojected_position.y = viewport_base_size.y * (0.5 + (diff / deg2rad(camera.fov)))
rect_position = Vector2(
position = Vector2(
clamp(unprojected_position.x, MARGIN, viewport_base_size.x - MARGIN),
clamp(unprojected_position.y, MARGIN, viewport_base_size.y - MARGIN)
)
label.visible = true
rect_rotation = 0
rotation = 0
# Used to display a diagonal arrow when the waypoint is displayed in
# one of the screen corners.
var overflow = 0
if rect_position.x <= MARGIN:
if position.x <= MARGIN:
# Left overflow.
overflow = -45
label.visible = false
rect_rotation = 90
elif rect_position.x >= viewport_base_size.x - MARGIN:
rotation = 90
elif position.x >= viewport_base_size.x - MARGIN:
# Right overflow.
overflow = 45
label.visible = false
rect_rotation = 270
rotation = 270
if rect_position.y <= MARGIN:
if position.y <= MARGIN:
# Top overflow.
label.visible = false
rect_rotation = 180 + overflow
elif rect_position.y >= viewport_base_size.y - MARGIN:
rotation = 180 + overflow
elif position.y >= viewport_base_size.y - MARGIN:
# Bottom overflow.
label.visible = false
rect_rotation = -overflow
rotation = -overflow
static func angle_diff(from, to):

View file

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@ -23,14 +23,16 @@ __meta__ = {
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offset_right = 202.7
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@ -788,7 +788,7 @@ func move_camera_y_one_step(delta_y:float, step_y:float):
func _physics_process(delta):
if (state_player == StatePlayer.WALK or state_player == StatePlayer.WALK_WATER) and (not is_on_floor()):
motion_velocity.y -= gravity * delta
velocity.y -= gravity * delta
if tps:
var camx = (Input.get_action_strength("INPUT_VIEW_CAMERA_UP", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_DOWN", true)) * CAMERA_TPS_ROTATE_STEP_X * delta
var camy = (Input.get_action_strength("INPUT_VIEW_CAMERA_LEFT", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_RIGHT", true)) * CAMERA_TPS_ROTATE_STEP_Y * delta
@ -1002,7 +1002,7 @@ func _process( delta ):
#Common.msg_debug("get_position.y:" + str(get_position().y) + " > [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk))
mulstep = FACTOR_WALK_WATER
if not is_on_floor():
motion_velocity.y -= gravity * delta
velocity.y -= gravity * delta
else:
switch_state(StatePlayer.SWIM)
mulstep = FACTOR_SWIM
@ -1010,7 +1010,7 @@ func _process( delta ):
Common.msg_debug("WALK")
mulstep = FACTOR_WALK
if not is_on_floor():
motion_velocity.y -= gravity * delta
velocity.y -= gravity * delta
StatePlayer.FLY:
#Common.msg_debug("FLY")
mulstep = FACTOR_FLY
@ -1026,16 +1026,16 @@ func _process( delta ):
var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * mulstep
motion_velocity.z = direction.z * speed * mulstep
velocity.x = direction.x * speed * mulstep
velocity.z = direction.z * speed * mulstep
if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK):
motion_velocity.y = direction.y * speed * mulstep
velocity.y = direction.y * speed * mulstep
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * mulstep)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * mulstep)
velocity.x = move_toward(velocity.x, 0, speed * mulstep)
velocity.z = move_toward(velocity.z, 0, speed * mulstep)
if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK):
motion_velocity.y = move_toward(motion_velocity.y, 0, speed * mulstep)
var save_motion_velocity:Vector3 = motion_velocity
velocity.y = move_toward(velocity.y, 0, speed * mulstep)
var save_velocity:Vector3 = velocity
var collided = move_and_slide()
if state_player == StatePlayer.SWIM:
if collided == false and level_water <= get_position().y:
@ -1048,7 +1048,7 @@ func _process( delta ):
Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim))
switch_state(StatePlayer.WALK_WATER)
if not is_on_floor():
motion_velocity.y -= gravity * delta
velocity.y -= gravity * delta
elif state_player == StatePlayer.WALK:
if collided and is_on_floor() and (input_x != 0.0 or input_y != 0.0) and !$RayCastStep.is_colliding():
var delta_1:Vector3 = get_position_delta()
@ -1056,11 +1056,11 @@ func _process( delta ):
if (areawalk * 10.0 < max_collided_speed) or (is_run and (areawalk * 10.0 < max_collided_speed * DIFF_RUN_WALK )):
var jump_step:Vector3 = height_step
translate(jump_step)
motion_velocity = save_motion_velocity - delta_1 # (save_motion_velocity - delta_1) * MUL_SPEED_STEP
velocity = save_velocity - delta_1 # (save_velocity - delta_1) * MUL_SPEED_STEP
move_and_slide()
motion_velocity.x = 0.0
motion_velocity.y = -STEP_FORCE
motion_velocity.z = 0.0
velocity.x = 0.0
velocity.y = -STEP_FORCE
velocity.z = 0.0
collided = move_and_slide()
else:
var delta_1:Vector3 = get_position_delta()

View file

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@ -6,7 +6,7 @@ declare EDITOR=0
declare FORCE=0
declare IMPORT=0
declare WORKDIR="$(dirname $(readlink -f $0))"
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.0/alpha3/Godot_v4.0-alpha3_linux.64.zip"
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.0/alpha5/Godot_v4.0-alpha5_linux.64.zip"
declare OUTZIP="$WORKDIR/$(basename $GODOT_SRC)"
declare OPTION=""