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Author SHA1 Message Date
scorpion21211-cmd 052798f8d4 fucking around with player script
nothing changed really
2026-10-10 18:08:19 -04:00
scorpion21211-cmd 4d94b62ea3 just messing around
added a couple props, will need to reupload latest batch so didnt go crazy
2026-10-10 01:06:43 -04:00
scorpion21211-cmd 369a0e2b52 Arcology Update
updated textures and collision on Young Arcology
2026-10-10 00:39:35 -04:00
scorpion21211-cmd 84e22fe12e test planets
open source planets and satellites provided
2026-10-09 23:35:02 -04:00
scorpion21211-cmd 13bbef255a Update kestrel_driver.gd
gear and FX fixed!!!!
2026-10-08 21:58:16 -04:00
scorpion21211-cmd 24a30fd4f4 minor test and object placement change
minor test
2026-10-08 17:30:49 -04:00
scorpion21211-cmd fa7bbacb22 Particle FX fix
particles on kestrel are working, landing gear and hatch animations are not
2026-10-08 00:46:40 -04:00
scorpion21211-cmd 3bf5338ede models added to game
all models are added to the main scene to look at and compare size
2026-10-05 23:03:01 -04:00
BadQuanta 9188a97268 Merge branch 'main' of https://git.ufp.institute/capnhop/Brachistochrone 2026-10-06 02:40:02 +00:00
BadQuanta 1e8ebb7567 Added gameplay_input manager.
Refactored menus, player, and escape_capsule to utilize new system.
Actions defined in Godot project file with default bindings.
Player/Vehicles now react to actions and GameplayInput states instead of polling Input directly.
They respond to commands via `_handle_gameplay_command` and should not implement _unhandled_input directly.
Kept some debugging input handling code in `player.gd` for things like F3/F5/F4/PageUp/PageDown.
We may want to move much of this out of `player.gd` into something that handles the gamestate more generally.
2026-10-06 02:19:50 +00:00
165 changed files with 12369 additions and 9452 deletions
+7
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@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://ditcckm4p6trr"]
[ext_resource type="PackedScene" uid="uid://bxu7kvlou3p6a" path="res://planets_whatnot/earth.glb" id="1_vtalr"]
[node name="Node3D" type="Node3D" unique_id=343978544]
[node name="earth" parent="." unique_id=1567940005 instance=ExtResource("1_vtalr")]
+7
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@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://copsfu6pmpnuu"]
[ext_resource type="PackedScene" uid="uid://dfw2nwijt2v1f" path="res://planets_whatnot/SM_Jupiter.glb" id="1_jmycg"]
[node name="Node3D" type="Node3D" unique_id=1895679827]
[node name="SM_Jupiter2" parent="." unique_id=1950196769 instance=ExtResource("1_jmycg")]
+7
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@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://bnj0kiimhmp0w"]
[ext_resource type="PackedScene" uid="uid://cnkgiutgow12k" path="res://planets_whatnot/SM_Mercury.glb" id="1_bevoa"]
[node name="Node3D" type="Node3D" unique_id=1538303107]
[node name="SM_Mercury2" parent="." unique_id=2094884334 instance=ExtResource("1_bevoa")]
+15
View File
@@ -64,6 +64,7 @@ var culture_buttons: Array[Button] = []
func _ready() -> void: func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
GameplayInput.set_menu_open(self, true)
name_input = _find("NameInput") as LineEdit name_input = _find("NameInput") as LineEdit
background_list = _find("BackgroundL") as Control background_list = _find("BackgroundL") as Control
if background_list == null: if background_list == null:
@@ -126,6 +127,20 @@ func _ready() -> void:
if backgrounds.size() > 0: if backgrounds.size() > 0:
_select_background(backgrounds[0]) _select_background(backgrounds[0])
_set_sex("male") _set_sex("male")
if sex_male:
sex_male.grab_focus()
## Controller cancel follows the existing back command without changing creation data.
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
get_viewport().set_input_as_handled()
_on_back()
## Releases menu ownership when entering gameplay or returning to the main menu.
func _exit_tree() -> void:
GameplayInput.set_menu_open(self, false)
func _find(n: String) -> Node: func _find(n: String) -> Node:
+35 -10
View File
@@ -10,7 +10,7 @@ extends CharacterBody3D
@onready var pause_menu: Control = get_node_or_null("/root/Node3D/HUD/PauseMenu") @onready var pause_menu: Control = get_node_or_null("/root/Node3D/HUD/PauseMenu")
@onready var body_collision: CollisionShape3D = get_node_or_null("CollisionShape3D") @onready var body_collision: CollisionShape3D = get_node_or_null("CollisionShape3D")
@onready var flight_label: Label = get_node_or_null("/root/Node3D/HUD/FlightLabel") @onready var flight_label: Label = get_node_or_null("/root/Node3D/HUD/FlightLabel")
@onready var kestrel: Node3D = get_node_or_null("Kestrel") @onready var kestrel: Node3D = get_node_or_null("kestrel_body")
var player_inside: bool = false var player_inside: bool = false
var player_ref: CharacterBody3D = null var player_ref: CharacterBody3D = null
@@ -64,6 +64,7 @@ var _hatch_crew_open: bool = false
var _hatch_dock_open: bool = false var _hatch_dock_open: bool = false
var _ladder_out: bool = false var _ladder_out: bool = false
var _cabin_dim: bool = false var _cabin_dim: bool = false
var _instruments_on: bool = false
var _v_was: bool = false var _v_was: bool = false
@@ -92,14 +93,31 @@ func _ready() -> void:
call_deferred("_update_crust_exception") call_deferred("_update_crust_exception")
var _hull_driver: Node = null
func _bind_kestrel() -> void: func _bind_kestrel() -> void:
if kestrel == null: if kestrel == null:
kestrel = get_node_or_null("Kestrel") for name in ["kestrel_body", "Kestrel", "KestrelBody"]:
print("Kestrel hull=", kestrel, " driver=", kestrel.get_script() if kestrel else null) kestrel = get_node_or_null(name) as Node3D
if kestrel:
break
if kestrel == null:
for c in find_children("*", "Node", true, false):
if "abort_burn" in c and "gear_deploy" in c:
kestrel = c as Node3D
break
_hull_driver = kestrel
if kestrel and not ("abort_burn" in kestrel):
for c in kestrel.find_children("*", "Node", true, false):
if "abort_burn" in c and "gear_deploy" in c:
_hull_driver = c
break
print("Kestrel hull=", kestrel, " driver=", _hull_driver)
func _hull() -> Node: func _hull() -> Node:
return kestrel if kestrel else null return _hull_driver if _hull_driver else kestrel
func _set_hull(prop: String, value: Variant) -> void: func _set_hull(prop: String, value: Variant) -> void:
@@ -108,6 +126,16 @@ func _set_hull(prop: String, value: Variant) -> void:
h.set(prop, value) h.set(prop, value)
func _drive_hull(thrusting: bool, pitch: float, yaw: float, roll: float) -> void:
_set_hull("abort_burn", thrusting)
_set_hull("att_pitch", pitch)
_set_hull("att_yaw", yaw)
_set_hull("att_roll", roll)
var h := _hull()
if h and h.has_method("drive"):
h.drive(thrusting, pitch, yaw, roll)
func _moon() -> Node3D: func _moon() -> Node3D:
return get_node_or_null("/root/Node3D/SolarSystem/Moon") as Node3D return get_node_or_null("/root/Node3D/SolarSystem/Moon") as Node3D
@@ -298,7 +326,8 @@ func _unhandled_input(event: InputEvent) -> void:
_set_hull("hatch_ladder_deploy", 1.0 if _ladder_out else 0.0) _set_hull("hatch_ladder_deploy", 1.0 if _ladder_out else 0.0)
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
elif _event_toggles(event, "capsule_instruments", KEY_I): elif _event_toggles(event, "capsule_instruments", KEY_I):
_set_hull("instruments_demo", 1.0) _instruments_on = not _instruments_on
_set_hull("instruments_demo", 1.0 if _instruments_on else 0.35)
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
elif _event_toggles(event, "capsule_cabin_light", KEY_K): elif _event_toggles(event, "capsule_cabin_light", KEY_K):
_cabin_dim = not _cabin_dim _cabin_dim = not _cabin_dim
@@ -590,11 +619,7 @@ func handle_flight(delta: float) -> void:
rotate_object_local(Vector3.FORWARD, -input_yaw * rotation_speed * delta) rotate_object_local(Vector3.FORWARD, -input_yaw * rotation_speed * delta)
rotate_object_local(Vector3.UP, input_roll * rotation_speed * delta) rotate_object_local(Vector3.UP, input_roll * rotation_speed * delta)
var thrusting := Input.is_key_pressed(KEY_SPACE) var thrusting := Input.is_key_pressed(KEY_SPACE)
_set_hull("abort_burn", thrusting) _drive_hull(thrusting, input_pitch, input_yaw, input_roll)
_set_hull("att_pitch", input_pitch)
_set_hull("att_yaw", input_yaw)
_set_hull("att_roll", input_roll)
_set_hull("rcs_direction", 0)
var acceleration: Vector3 = _gravity_accel() var acceleration: Vector3 = _gravity_accel()
if thrusting: if thrusting:
acceleration += global_transform.basis.y * (thrust_force / mass) acceleration += global_transform.basis.y * (thrust_force / mass)
+287
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@@ -0,0 +1,287 @@
extends Node
## Device-independent gameplay input. Bindings remain in Godot's InputMap.
signal command_requested(action: StringName, command_context: int)
signal transient_input_cleared
## Gameplay input context enumeration.
## ON_FOOT: Player is on foot and can perform standard movement actions.
## VEHICLE: Player is controlling a vehicle and movement actions are mapped accordingly.
enum Context { ON_FOOT, VEHICLE }
## Current gameplay input context.
var context: Context = Context.ON_FOOT
## Whether sprint is currently enabled.
var sprint_enabled: bool = false
## Controller turn speed for look input.
var controller_turn_speed: Vector2 = Vector2(2.5, 2.0)
## Whether the Y-axis of the controller look input is inverted.
var invert_controller_y: bool = false
## Deadzone for movement stick input.
var movement_deadzone: float = 0.2
## Deadzone for look stick input.
var look_deadzone: float = 0.2
## List of nodes that currently own the menu, blocking gameplay input.
var _menu_owners: Array[Node] = []
## Accumulated mouse displacement since the last frame.
var _mouse_displacement: Vector2 = Vector2.ZERO
## Whether a jump has been requested this frame.
var _jump_requested: bool = false
## Whether the input system is waiting for all controls to return to neutral.
var _awaiting_neutral: bool = false
## Whether the game window is currently focused.
var _window_focused: bool = true
## Dictionary tracking currently processed but not yet canceled: i.e. when you press the fire button and it has been handled but you have not yet released the button.
var _latched_commands: Dictionary = {}
## Outgoing/incoming controls monitored until an ownership handoff reaches neutral.
var _neutral_actions: Array[StringName] = []
## List of all trigger-based actions the player can perform.
const TRIGGER_ACTIONS: Array[StringName] = [
&"interact", &"combat_reload", &"character_toggle_inventory", &"toggle_view",
&"combat_toggle_weapon", &"character_toggle_mag_boots", &"character_sprint", &"character_jump", &"combat_fire",
&"vehicle_toggle_gear", &"vehicle_toggle_crew_hatch", &"vehicle_toggle_dock_hatch",
&"capsule_toggle_ladder", &"vehicle_activate_instruments", &"vehicle_toggle_cabin_lights",
]
## Explicit command membership; action prefixes are organizational only.
const CONTEXT_TRIGGER_ACTIONS: Dictionary = {
Context.ON_FOOT: [
&"interact", &"toggle_view", &"character_toggle_inventory", &"character_toggle_mag_boots",
&"character_sprint", &"character_jump", &"combat_fire", &"combat_reload", &"combat_toggle_weapon",
],
Context.VEHICLE: [
&"interact", &"toggle_view", &"vehicle_toggle_gear", &"vehicle_toggle_crew_hatch",
&"vehicle_toggle_dock_hatch", &"capsule_toggle_ladder", &"vehicle_activate_instruments",
&"vehicle_toggle_cabin_lights",
],
}
## Commands requiring the controller auxiliary modifier, independent of their names.
const VEHICLE_AUXILIARY_ACTIONS: Array[StringName] = [
&"vehicle_toggle_gear", &"vehicle_toggle_crew_hatch", &"vehicle_toggle_dock_hatch",
&"capsule_toggle_ladder", &"vehicle_activate_instruments", &"vehicle_toggle_cabin_lights",
]
## List of all axis-based actions the player can perform.
const AXIS_ACTIONS: Array[StringName] = [
&"character_move_left", &"character_move_right", &"character_move_forward", &"character_move_back",
&"look_left", &"look_right", &"look_up", &"look_down",
&"eva_roll_left", &"eva_roll_right", &"vehicle_pitch_up", &"vehicle_pitch_down",
&"vehicle_yaw_left", &"vehicle_yaw_right", &"vehicle_roll_left", &"vehicle_roll_right",
]
## Look is shared; character/EVA and vehicle axes belong to distinct contexts.
const SHARED_AXIS_ACTIONS: Array[StringName] = [
&"look_left", &"look_right", &"look_up", &"look_down",
]
const CONTEXT_AXIS_ACTIONS: Dictionary = {
Context.ON_FOOT: [
&"character_move_left", &"character_move_right", &"character_move_forward", &"character_move_back",
&"eva_roll_left", &"eva_roll_right",
],
Context.VEHICLE: [
&"vehicle_pitch_up", &"vehicle_pitch_down", &"vehicle_yaw_left", &"vehicle_yaw_right",
&"vehicle_roll_left", &"vehicle_roll_right",
],
}
## Held controls are polled, not dispatched through command_requested.
const CONTEXT_HELD_ACTIONS: Dictionary = {
Context.ON_FOOT: [&"combat_aim", &"freelook", &"release_cursor"],
Context.VEHICLE: [&"vehicle_thrust", &"vehicle_freelook", &"vehicle_auxiliary", &"vehicle_release_cursor"],
}
## Connects device/focus boundaries; project defaults are never reapplied on spawn.
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
Input.joy_connection_changed.connect(_on_controller_connection_changed)
get_tree().root.focus_entered.connect(_on_focus_entered)
get_tree().root.focus_exited.connect(_on_focus_exited)
## Updates neutral gating and ends sprint when the movement stick is released.
func _process(_delta: float) -> void:
for owner_index in range(_menu_owners.size() - 1, -1, -1):
if not is_instance_valid(_menu_owners[owner_index]):
_menu_owners.remove_at(owner_index)
if _awaiting_neutral and _controls_are_neutral():
_awaiting_neutral = false
_neutral_actions.clear()
if not gameplay_enabled() or read_movement().length_squared() < 0.0001:
sprint_enabled = false
## UI receives events first. Only the current gameplay context gets commands.
func _unhandled_input(event: InputEvent) -> void:
for action in _latched_commands.keys():
if event.is_action_released(action):
_latched_commands.erase(action)
if not gameplay_enabled():
return
if event is InputEventMouseMotion:
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
record_mouse_displacement(event.relative)
return
for action in CONTEXT_TRIGGER_ACTIONS[context]:
if event.is_action_pressed(action) and _command_is_available(action, event):
if _latched_commands.has(action):
return
_latched_commands[action] = true
get_viewport().set_input_as_handled()
if action == &"character_sprint":
sprint_enabled = not sprint_enabled
elif action == &"character_jump":
_jump_requested = true
else:
command_requested.emit(action, context)
return
## Changes control ownership and discards commands from the previous owner.
func set_context(next_context: Context) -> void:
_monitor_context_for_neutral(context)
context = next_context
clear_transient_input()
## Blocks gameplay while an owning menu is open; nested menus are supported.
func set_menu_open(owner_node: Node, is_open: bool) -> void:
if is_open and not _menu_owners.has(owner_node):
_menu_owners.append(owner_node)
elif not is_open:
_menu_owners.erase(owner_node)
clear_transient_input()
## Clears held/queued state and requires neutral controls before gameplay resumes.
func clear_transient_input() -> void:
_monitor_context_for_neutral(context)
_mouse_displacement = Vector2.ZERO
_jump_requested = false
_latched_commands.clear()
sprint_enabled = false
_awaiting_neutral = true
transient_input_cleared.emit()
## Polling must use this gate: UI event consumption does not block Input state.
## Returns true if the window is focused, the game is not paused, no menus are open, and we are not awaiting neutral input.
func gameplay_enabled() -> bool:
return _window_focused and not get_tree().paused and _menu_owners.is_empty() and not _awaiting_neutral
## Checks explicit membership without relying on action naming prefixes.
func is_action_available(action: StringName) -> bool:
return (
CONTEXT_TRIGGER_ACTIONS[context].has(action)
or SHARED_AXIS_ACTIONS.has(action)
or CONTEXT_AXIS_ACTIONS[context].has(action)
or CONTEXT_HELD_ACTIONS[context].has(action)
)
## Returns body-relative movement, with forward on negative Y and magnitude <= 1.
func read_movement() -> Vector2:
if not gameplay_enabled() or context != Context.ON_FOOT:
return Vector2.ZERO
return Input.get_vector("character_move_left", "character_move_right", "character_move_forward", "character_move_back", movement_deadzone)
## Returns signed analog strength without exposing device axes to gameplay.
func read_axis(negative_action: StringName, positive_action: StringName) -> float:
if not gameplay_enabled() or not is_action_available(negative_action) or not is_action_available(positive_action):
return 0.0
return Input.get_axis(negative_action, positive_action)
## Returns an unsigned analog command strength in the range 0..1.
func read_strength(action: StringName) -> float:
return Input.get_action_strength(action) if gameplay_enabled() and is_action_available(action) else 0.0
## Returns a held action; future automatic weapons can use this independently of presses.
func is_held(action: StringName) -> bool:
return gameplay_enabled() and is_action_available(action) and Input.is_action_pressed(action)
## Consumes one UI-aware jump request during the next physics update.
func consume_jump_request() -> bool:
var requested: bool = _jump_requested and gameplay_enabled()
_jump_requested = false
return requested
## Accumulates mouse pixels independently of the render/physics update rates.
func record_mouse_displacement(displacement: Vector2) -> void:
if gameplay_enabled():
_mouse_displacement += displacement
## Consumes mouse pixels, once per camera update, without time scaling.
func consume_mouse_displacement() -> Vector2:
var displacement := _mouse_displacement if gameplay_enabled() else Vector2.ZERO
_mouse_displacement = Vector2.ZERO
return displacement
## Returns stick angular displacement in radians for this frame; positive Y looks down.
func read_controller_look(delta: float) -> Vector2:
if not gameplay_enabled():
return Vector2.ZERO
var stick := Input.get_vector("look_left", "look_right", "look_up", "look_down", look_deadzone)
if invert_controller_y:
stick.y = -stick.y
return stick * controller_turn_speed * delta
## Returns a current-device binding label, with a fallback for unmapped actions.
func binding_label(action: StringName) -> String:
var helper := get_node_or_null("/root/InputHelper")
if helper == null:
return "Unbound"
var binding: InputEvent = helper.get_keyboard_or_joypad_input_for_action(action)
return helper.get_label_for_input(binding) if binding != null else "Unbound"
## Restricts contextual commands and routes modifier-layer controller buttons.
func _command_is_available(action: StringName, event: InputEvent) -> bool:
if not CONTEXT_TRIGGER_ACTIONS[context].has(action):
return false
if context == Context.VEHICLE and event is InputEventJoypadButton:
var auxiliary_layer := Input.is_action_pressed("vehicle_auxiliary")
return auxiliary_layer if VEHICLE_AUXILIARY_ACTIONS.has(action) else not auxiliary_layer
return true
## Adds only relevant controls to a handoff; unrelated future axes cannot block it.
func _monitor_context_for_neutral(monitored_context: Context) -> void:
var actions: Array = CONTEXT_TRIGGER_ACTIONS[monitored_context] + SHARED_AXIS_ACTIONS
actions.append_array(CONTEXT_AXIS_ACTIONS[monitored_context])
actions.append_array(CONTEXT_HELD_ACTIONS[monitored_context])
for action in actions:
if not _neutral_actions.has(action):
_neutral_actions.append(action)
## Waits for outgoing/incoming controls, including latched command releases.
func _controls_are_neutral() -> bool:
for action in _neutral_actions:
if not AXIS_ACTIONS.has(action) and Input.is_action_pressed(action):
return false
if Input.get_action_strength(action) > 0.2:
return false
return true
## Disconnects clear held commands; reconnects require neutral input too.
func _on_controller_connection_changed(_device: int, _connected: bool) -> void:
clear_transient_input()
## Window focus loss must not leave firing, look, or sprint latched.
func _on_focus_exited() -> void:
_window_focused = false
clear_transient_input()
## Focus restoration requires a fresh press rather than replaying held controls.
func _on_focus_entered() -> void:
_window_focused = true
clear_transient_input()
+1
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@@ -0,0 +1 @@
uid://bd26m8dx3k2pn
+7
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@@ -7,6 +7,7 @@ extends Control
func _ready() -> void: func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
GameplayInput.set_menu_open(self, true)
if new_game_button: if new_game_button:
new_game_button.pressed.connect(_on_new_game) new_game_button.pressed.connect(_on_new_game)
if continue_button: if continue_button:
@@ -15,6 +16,12 @@ func _ready() -> void:
quit_button.pressed.connect(_on_quit) quit_button.pressed.connect(_on_quit)
if continue_button: if continue_button:
continue_button.disabled = not GameState.has_save continue_button.disabled = not GameState.has_save
new_game_button.grab_focus()
## Removes menu ownership when changing scenes so gameplay can resume.
func _exit_tree() -> void:
GameplayInput.set_menu_open(self, false)
func _on_new_game() -> void: func _on_new_game() -> void:
+12 -1
View File
@@ -17,8 +17,11 @@ func _ready() -> void:
quit_button.pressed.connect(_on_quit_to_menu) quit_button.pressed.connect(_on_quit_to_menu)
## Pause has its own binding; menu cancel must not pause during gameplay.
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if not event.is_action_pressed("ui_cancel"): var pause_pressed := event.is_action_pressed("ui_pause")
var cancel_pressed := event.is_action_pressed("ui_cancel")
if not pause_pressed and not (visible and cancel_pressed):
return return
var banner := get_node_or_null("/root/Node3D/HUD/ScrambleBanner") var banner := get_node_or_null("/root/Node3D/HUD/ScrambleBanner")
if banner and banner.visible: if banner and banner.visible:
@@ -27,6 +30,8 @@ func _input(event: InputEvent) -> void:
_on_resume() _on_resume()
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
return return
if not GameplayInput.gameplay_enabled():
return
var p := get_tree().get_first_node_in_group("player") var p := get_tree().get_first_node_in_group("player")
if p == null: if p == null:
p = get_node_or_null("/root/Node3D/Player") p = get_node_or_null("/root/Node3D/Player")
@@ -35,16 +40,21 @@ func _input(event: InputEvent) -> void:
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
## Blocks gameplay and selects a controller-accessible control before pausing.
func open_pause(player_ref: Node) -> void: func open_pause(player_ref: Node) -> void:
player = player_ref player = player_ref
visible = true visible = true
GameplayInput.set_menu_open(self, true)
resume_button.grab_focus()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().paused = true get_tree().paused = true
## Restores control only after currently held gameplay inputs return to neutral.
func _on_resume() -> void: func _on_resume() -> void:
visible = false visible = false
get_tree().paused = false get_tree().paused = false
GameplayInput.set_menu_open(self, false)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
@@ -59,5 +69,6 @@ func _on_save() -> void:
func _on_quit_to_menu() -> void: func _on_quit_to_menu() -> void:
get_tree().paused = false get_tree().paused = false
GameplayInput.set_menu_open(self, false)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().change_scene_to_file("res://Scenes/main_menu.tscn") get_tree().change_scene_to_file("res://Scenes/main_menu.tscn")
+4 -2
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@@ -1,5 +1,6 @@
extends CharacterBody3D extends CharacterBody3D
## PASTE 2026-09-27 — Station volume includes pads. Habitat trimesh collision + stair step. ## PASTE 2026-10-10 — Habitat trimesh. View stairs + port ring are floors.
@export var speed: float = 5.5 @export var speed: float = 5.5
@export var sprint_speed: float = 9.0 @export var sprint_speed: float = 9.0
@@ -75,6 +76,8 @@ const WALK_FLOORS: Array[String] = [
"Yard_Bridges", "Yard_Stairs", "Yard_CollarWalk", "Yard_Piers", "Yard_Bridges", "Yard_Stairs", "Yard_CollarWalk", "Yard_Piers",
"Dock_Gallery", "Dock_Threshold", "Dock_Gallery", "Dock_Threshold",
"Elev_Landings", "Fusion_Basemat", "Fusion_AmbulatoryWide", "Elev_Landings", "Fusion_Basemat", "Fusion_AmbulatoryWide",
"Fusion_HeaderStands",
"Port_Ring",
"Live_Terraces", "Live_Terraces",
] ]
const WALK_WALLS: Array[String] = [ const WALK_WALLS: Array[String] = [
@@ -1282,4 +1285,3 @@ func _try_step(up: Vector3) -> void:
if lift < 0.04 or lift > STEP_HEIGHT: if lift < 0.04 or lift > STEP_HEIGHT:
return return
global_position += up * (lift + 0.02) global_position += up * (lift + 0.02)
+13
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@@ -71,10 +71,14 @@ func _ready() -> void:
visible = false visible = false
## Claims menu input and gives controllers a predictable initial focus.
func open_menu(player_ref: Node) -> void: func open_menu(player_ref: Node) -> void:
player = player_ref player = player_ref
visible = true visible = true
GameplayInput.set_menu_open(self, true)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_update_button_states() _update_button_states()
close_button.grab_focus()
print("Vendor menu opened") print("Vendor menu opened")
func _update_button_states() -> void: func _update_button_states() -> void:
@@ -112,6 +116,15 @@ func _buy(item_name: String, price: int) -> void:
else: else:
print("Not enough credits") print("Not enough credits")
## Cancels the vendor without allowing the same event to reach gameplay.
func _unhandled_input(event: InputEvent) -> void:
if visible and event.is_action_pressed("ui_cancel"):
_on_close_pressed()
get_viewport().set_input_as_handled()
## Releases menu ownership; the adapter clears queued and held commands.
func _on_close_pressed() -> void: func _on_close_pressed() -> void:
visible = false visible = false
GameplayInput.set_menu_open(self, false)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+9242 -4
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[ext_resource type="PackedScene" uid="uid://tr8nf8lfnu17" path="res://planets_whatnot/SM_Argonaut.glb" id="1_ry5ki"]
[node name="Node3D" type="Node3D" unique_id=1733269516]
[node name="SM_Argonaut2" parent="." unique_id=1143788198 instance=ExtResource("1_ry5ki")]
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[node name="Node3D" type="Node3D" unique_id=476531828]
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+39 -9203
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[ext_resource type="PackedScene" uid="uid://2c7v4mq03by1" path="res://planets_whatnot/SM_Mars.glb" id="1_xn7oe"]
[node name="Node3D" type="Node3D" unique_id=727006843]
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[ext_resource type="PackedScene" uid="uid://dqh01pphoqxcf" path="res://planets_whatnot/moon.glb" id="1_4eue2"]
[node name="Node3D" type="Node3D" unique_id=1744434808]
[node name="moon" parent="." unique_id=802733849 instance=ExtResource("1_4eue2")]
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[gd_scene format=3 uid="uid://csxmevxg7nrmo"]
[ext_resource type="PackedScene" uid="uid://bfgf0ibpg3j62" path="res://planets_whatnot/Satellite_LM2100_style.glb" id="1_06l82"]
[node name="Node3D" type="Node3D" unique_id=1048597782]
[node name="Satellite_LM2100_style2" parent="." unique_id=1804165031 instance=ExtResource("1_06l82")]
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[gd_scene format=3 uid="uid://c1kfhlrmg2djl"]
[ext_resource type="PackedScene" uid="uid://dgtcs2yl15jl3" path="res://planets_whatnot/SM_Saturn.glb" id="1_i5hrf"]
[node name="Node3D" type="Node3D" unique_id=480200195]
[node name="SM_Saturn2" parent="." unique_id=1887248500 instance=ExtResource("1_i5hrf")]
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[ext_resource type="PackedScene" uid="uid://c6piu2kmiqwlb" path="res://planets_whatnot/sun.glb" id="1_iveel"]
[node name="Node3D" type="Node3D" unique_id=817764565]
[node name="sun" parent="." unique_id=1468497573 instance=ExtResource("1_iveel")]
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[gd_scene format=3 uid="uid://cv1uijj3b6cbw"]
[ext_resource type="PackedScene" uid="uid://sy53rgptcuup" path="res://planets_whatnot/SM_Uranus.glb" id="1_8q3j1"]
[node name="Node3D" type="Node3D" unique_id=1605047630]
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+212 -91
View File
@@ -1,3 +1,4 @@
@tool
extends Node3D extends Node3D
## Kestrel EC-01 plume driver. Godot 4.7. ## Kestrel EC-01 plume driver. Godot 4.7.
## Attach to the Kestrel child. Leave escape_capsule.gd on EscapeCapsule. ## Attach to the Kestrel child. Leave escape_capsule.gd on EscapeCapsule.
@@ -7,21 +8,27 @@ extends Node3D
## listen_keys is off so walking the player does not light jets or shove the craft. ## listen_keys is off so walking the player does not light jets or shove the craft.
## Capsule sets abort_burn, att_pitch/yaw/roll, rcs_direction, hatches, cabin_dim. ## Capsule sets abort_burn, att_pitch/yaw/roll, rcs_direction, hatches, cabin_dim.
@export var listen_keys := false @export var listen_keys := false # leave off; capsule owns G H J L K Space
@export_range(0.0, 1.0) var gear_deploy := 1.0 @export_range(0.0, 1.0) var gear_deploy := 1.0
@export_range(0.0, 1.0) var hatch_crew_open := 0.0 @export_range(0.0, 1.0) var hatch_crew_open := 0.0
@export_range(0.0, 1.0) var hatch_ladder_deploy := 0.0 @export_range(0.0, 1.0) var hatch_ladder_deploy := 0.0
@export_range(0.0, 1.0) var hatch_dock_open := 0.0 @export_range(0.0, 1.0) var hatch_dock_open := 0.0
@export_range(0.0, 1.0) var instruments_demo := 0.4 @export_range(0.0, 1.0) var instruments_demo := 0.4
@export var cabin_lights := true @export var cabin_lights := true:
@export var cabin_dim := false set(value):
cabin_lights = value
if is_inside_tree():
_apply_cabin()
@export var cabin_dim := false:
set(value):
cabin_dim = value
if is_inside_tree():
_apply_cabin()
@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0 @export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
@export var att_pitch := 0.0 @export var att_pitch := 0.0
@export var att_yaw := 0.0 @export var att_yaw := 0.0
@export var att_roll := 0.0 @export var att_roll := 0.0
@export var abort_burn := false @export var abort_burn := false
## Tick this in the inspector (or Remote tab while running) to self-test every jet.
@export var debug_fire := false
const _RIBBON := "shader_type spatial; const _RIBBON := "shader_type spatial;
render_mode blend_add, unshaded, cull_disabled, depth_draw_never, fog_disabled; render_mode blend_add, unshaded, cull_disabled, depth_draw_never, fog_disabled;
@@ -42,17 +49,14 @@ void fragment() {
}" }"
var _player: AnimationPlayer var _player: AnimationPlayer
var _clip_players: Dictionary = {}
var _shader: Shader var _shader: Shader
var _rcs: Array[Node3D] = [] var _rcs: Array[Node3D] = []
var _aborts: Array[Dictionary] = [] var _aborts: Array[Dictionary] = []
var _abort_hold := 0.0 var _abort_hold := 0.0
var _time := 0.0 var _time := 0.0
var _prev := {} var _prev := {}
var _clip_cache := {}
var _warm_frames := 12
var _cabin_ready := false var _cabin_ready := false
var _applied_dim := false
var _applied_lights := true
var _cabin_lights_n: Array[Light3D] = [] var _cabin_lights_n: Array[Light3D] = []
var _cabin_rest: Array[Dictionary] = [] var _cabin_rest: Array[Dictionary] = []
var _cabin_mats: Array[Dictionary] = [] var _cabin_mats: Array[Dictionary] = []
@@ -69,32 +73,37 @@ func _ready() -> void:
_player = get_node_or_null("AnimationPlayer") as AnimationPlayer _player = get_node_or_null("AnimationPlayer") as AnimationPlayer
if _player == null: if _player == null:
_player = find_child("AnimationPlayer", true, false) as AnimationPlayer _player = find_child("AnimationPlayer", true, false) as AnimationPlayer
if _player == null and get_parent():
_player = get_parent().find_child("AnimationPlayer", true, false) as AnimationPlayer
_split_clips()
_arm() _arm()
_collect_cabin()
_apply_clips()
print("Kestrel driver ready: rcs=", _rcs.size(), " abort=", _aborts.size(),
" cabin_lights=", _cabin_lights_n.size(), " strips=", _cabin_mats.size(),
" anim_player=", _player != null)
if _rcs.is_empty():
push_warning("Kestrel driver: no Vfx_RCS_* nodes found under " + str(get_path()))
if _aborts.is_empty(): if _aborts.is_empty():
push_warning("Kestrel driver: no Vfx_Abort_* nodes found under " + str(get_path())) _fallback_abort()
if _player == null: _collect_cabin()
push_warning("Kestrel driver: no AnimationPlayer found (gear/hatches will not move)") _gear_shown = gear_deploy
_crew_shown = hatch_crew_open
_dock_shown = hatch_dock_open
func _physics_process(delta: float) -> void: _ladder_shown = hatch_ladder_deploy
_time += delta _apply_clips()
if listen_keys: var clips := PackedStringArray()
_read_keys() if _player:
if debug_fire: clips = _player.get_animation_list()
abort_burn = true print("Kestrel driver ready rcs=", _rcs.size(), " abort=", _aborts.size(), " clips=", clips, " lights=", _cabin_lights_n.size())
rcs_direction = 1 + int(_time) % 6
func drive(thrusting: bool, pitch: float, yaw: float, roll: float) -> void:
abort_burn = thrusting
att_pitch = pitch
att_yaw = yaw
att_roll = roll
func _process(delta: float) -> void:
_time += delta
if listen_keys and not Engine.is_editor_hint():
_read_keys()
_ease_poses(delta)
_apply_clips() _apply_clips()
if _warm_frames > 0:
_warm_frames -= 1
# FIX: the capsule sets cabin_dim as a plain variable, so nothing re-applied it.
if cabin_dim != _applied_dim or cabin_lights != _applied_lights:
_apply_cabin() _apply_cabin()
_burn(_wish(), delta) _burn(_wish(), delta)
@@ -112,6 +121,7 @@ func _read_keys() -> void:
instruments_demo = 0.15 if instruments_demo > 0.5 else 1.0 instruments_demo = 0.15 if instruments_demo > 0.5 else 1.0
if _pressed(KEY_K): if _pressed(KEY_K):
cabin_lights = not cabin_lights cabin_lights = not cabin_lights
_apply_cabin()
abort_burn = Input.is_physical_key_pressed(KEY_SPACE) abort_burn = Input.is_physical_key_pressed(KEY_SPACE)
@@ -145,41 +155,135 @@ func _wish() -> Vector3:
return (global_transform.basis * local).normalized() return (global_transform.basis * local).normalized()
func _apply_clips() -> void: var _anim_root: Node = null
_seek("gear_deploy", gear_deploy) var _hinge_report: bool = false
_seek("hatch_crew_open", hatch_crew_open) var _gear_shown: float = 1.0
_seek("hatch_ladder_deploy", hatch_ladder_deploy) var _crew_shown: float = 0.0
_seek("hatch_dock_open", hatch_dock_open) var _dock_shown: float = 0.0
_seek("instruments_demo", instruments_demo) var _ladder_shown: float = 0.0
const GEAR_SECONDS: float = 4.0
const HATCH_SECONDS: float = 2.5
## FIX: only re-seek when the value actually changed. The old version called func _split_clips() -> void:
## play()+seek()+pause() on five clips every physics frame. _anim_root = self
func _clip_name(clip: StringName) -> StringName:
if _player.has_animation(clip):
return clip
for a in _player.get_animation_list():
if String(a).ends_with("/" + String(clip)):
return a
return &""
## Re-seeks only when the value changed, but keeps re-applying for the first few
## frames so the pose sticks after the AnimationPlayer finishes initializing.
func _seek(clip: StringName, t: float) -> void:
if _player == null: if _player == null:
print("Kestrel clips: no AnimationPlayer")
return return
var clip_id := _clip_name(clip) var root := _player.get_node_or_null(_player.root_node)
if clip_id == &"": if root:
_anim_root = root
print("Kestrel clips root=", _anim_root.name, " list=", _player.get_animation_list())
func _apply_clips() -> void:
_hard_pose()
func _hinge(node_name: String) -> Node3D:
var n := find_child(node_name, true, false) as Node3D
if n == null and get_parent() != null:
n = get_parent().find_child(node_name, true, false) as Node3D
return n
func _q(x: float, y: float, z: float, w: float) -> Quaternion:
return Quaternion(x, y, z, w)
func _ease_poses(delta: float) -> void:
_gear_shown = move_toward(_gear_shown, gear_deploy, delta / GEAR_SECONDS)
_crew_shown = move_toward(_crew_shown, hatch_crew_open, delta / HATCH_SECONDS)
_dock_shown = move_toward(_dock_shown, hatch_dock_open, delta / HATCH_SECONDS)
_ladder_shown = move_toward(_ladder_shown, hatch_ladder_deploy, delta / HATCH_SECONDS)
func _hard_pose() -> void:
var g := clampf(_gear_shown, 0.0, 1.0)
var hip0 := _q(0.572867, 0.0, 0.0, 0.819648)
var hip1 := _q(0.470626, 0.0, 0.0, 0.882333)
var knee0 := _q(0.998152, 0.0, 0.0, 0.060759)
var knee1 := _q(0.208460, 0.0, 0.0, 0.978031)
var hit := 0
for side in ["FR", "FL", "RR", "RL"]:
hit += _swing("Gear_%s_Hip" % side, hip0, hip1, g)
hit += _slide_z("Gear_%s_UpperStrut" % side, 0.0138, 0.46, g)
hit += _stretch_y("Gear_%s_UpperStrut" % side, 0.16, 1.0, g)
hit += _slide_z("Gear_%s_Knee" % side, 0.0276, 0.92, g)
hit += _swing("Gear_%s_Knee" % side, knee0, knee1, g)
hit += _slide_z("Gear_%s_Shock" % side, 0.0147, 0.49, g)
hit += _stretch_y("Gear_%s_Shock" % side, 0.16, 1.0, g)
hit += _slide_z("Gear_%s_Foot" % side, 0.0294, 0.98, g)
hit += _swing("CrewHatch_Hinge", Quaternion.IDENTITY, _q(0.0, -0.854714, 0.0, 0.519099), _crew_shown)
hit += _swing("DockHatch_Hinge", Quaternion.IDENTITY, _q(0.0, 0.0, -0.854714, 0.519099), _dock_shown)
hit += _swing("CrewStep_Hinge", _q(0.0, 0.0, 0.02, 0.9998), _q(0.0, 0.0, 0.305059, 0.952334), _ladder_shown)
hit += _stretch_y("CrewStep_Ladder", 0.12, 1.0, _ladder_shown)
if not _hinge_report:
_hinge_report = true
print("Kestrel hinges hit=", hit, " crew=", _hinge("CrewHatch_Hinge"), " gear=", _hinge("Gear_FR_Hip"))
func _swing(node_name: String, a: Quaternion, b: Quaternion, t: float) -> int:
var n := _hinge(node_name)
if n == null:
return 0
n.quaternion = a.slerp(b, clampf(t, 0.0, 1.0))
return 1
func _slide_z(node_name: String, a: float, b: float, t: float) -> int:
var n := _hinge(node_name)
if n == null:
return 0
n.position.z = lerpf(a, b, clampf(t, 0.0, 1.0))
return 1
func _stretch_y(node_name: String, a: float, b: float, t: float) -> int:
var n := _hinge(node_name)
if n == null:
return 0
n.scale.y = lerpf(a, b, clampf(t, 0.0, 1.0))
return 1
func _pose(clip: StringName, t: float) -> void:
if _player == null or not _player.has_animation(clip):
return return
t = clampf(t, 0.0, 1.0) var anim := _player.get_animation(clip)
if _warm_frames <= 0 and _clip_cache.has(clip) and is_equal_approx(float(_clip_cache[clip]), t): var at := clampf(t, 0.0, 1.0) * anim.length
return var root: Node = _anim_root if _anim_root else self
_clip_cache[clip] = t for i in anim.get_track_count():
var clip_len := _player.get_animation(clip_id).length var full := String(anim.track_get_path(i))
_player.play(clip_id) var node_path := full.get_slice(":", 0)
_player.seek(t * clip_len, true) var prop := full.get_slice(":", 1)
_player.pause() var node := root.get_node_or_null(NodePath(node_path))
if node == null:
node = find_child(node_path.get_file(), true, false)
if node == null:
continue
var typ := anim.track_get_type(i)
if typ == Animation.TYPE_ROTATION_3D:
var q := anim.rotation_track_interpolate(i, at)
if prop == "" or prop == "quaternion" or prop == "rotation":
(node as Node3D).quaternion = q
else:
node.set(prop, q)
elif typ == Animation.TYPE_POSITION_3D:
var pos := anim.position_track_interpolate(i, at)
if prop == "" or prop == "position":
(node as Node3D).position = pos
else:
node.set(prop, pos)
elif typ == Animation.TYPE_SCALE_3D:
var sc := anim.scale_track_interpolate(i, at)
if prop == "" or prop == "scale":
(node as Node3D).scale = sc
else:
node.set(prop, sc)
elif typ == Animation.TYPE_VALUE and prop != "":
node.set(prop, anim.value_track_interpolate(i, at))
func _collect_cabin() -> void: func _collect_cabin() -> void:
@@ -219,24 +323,36 @@ func _collect_cabin() -> void:
func _apply_cabin() -> void: func _apply_cabin() -> void:
if not _cabin_ready: if not _cabin_ready:
return return
_applied_dim = cabin_dim
_applied_lights = cabin_lights
var dim := cabin_dim or not cabin_lights var dim := cabin_dim or not cabin_lights
for i in _cabin_lights_n.size(): for i in _cabin_lights_n.size():
var lamp := _cabin_lights_n[i] var lamp := _cabin_lights_n[i]
var rest: Dictionary = _cabin_rest[i] var rest: Dictionary = _cabin_rest[i]
lamp.light_color = rest.color lamp.light_color = rest.color
lamp.light_energy = float(rest.energy) * (0.08 if dim else 1.0) lamp.light_energy = float(rest.energy) * (0.16 if dim else 1.0)
for row in _cabin_mats: for row in _cabin_mats:
var mat := row.mat as StandardMaterial3D var mat := row.mat as StandardMaterial3D
mat.emission_enabled = true if dim else bool(row.on) mat.emission_enabled = true if dim else bool(row.on)
mat.emission = row.color mat.emission = row.color
mat.emission_energy_multiplier = float(row.energy) * (0.05 if dim else 1.0) mat.emission_energy_multiplier = float(row.energy) * (0.18 if dim else 1.0)
func _scope() -> Array[Node]:
var found: Array[Node] = []
var roots: Array[Node] = [self]
if get_parent():
roots.append(get_parent())
for root in roots:
found.append(root)
for n in root.find_children("*", "Node", true, false):
found.append(n)
return found
func _arm() -> void: func _arm() -> void:
var i := 0 var i := 0
for n in find_children("*", "Node3D", true, false): for n in _scope():
if not (n is Node3D):
continue
var nm := String(n.name) var nm := String(n.name)
if nm.begins_with("Vfx_RCS_"): if nm.begins_with("Vfx_RCS_"):
_rcs.append(_spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, float(i))) _rcs.append(_spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, float(i)))
@@ -245,27 +361,34 @@ func _arm() -> void:
_aborts.append(_make_abort(n)) _aborts.append(_make_abort(n))
func _fallback_abort() -> void:
var spots: Array[Vector3] = [Vector3(0.55, -0.35, 0.55), Vector3(-0.55, -0.35, 0.55), Vector3(0.55, -0.35, -0.55), Vector3(-0.55, -0.35, -0.55)]
for i in spots.size():
var s := Marker3D.new()
s.name = "Vfx_Abort_Fallback_%d" % i
s.position = spots[i]
add_child(s)
_aborts.append(_make_abort(s))
print("Kestrel driver built fallback abort plumes")
func _burn(wish: Vector3, delta: float) -> void: func _burn(wish: Vector3, delta: float) -> void:
var ship := global_transform.basis var ship := global_transform.basis
var ship_inv := ship.inverse() var cmd := Vector3(att_pitch, att_roll, -att_yaw)
# FIX: capsule yaws about +Z by +att_yaw (rotate_object_local(FORWARD, -yaw) == +Z, +yaw),
# so the commanded angular velocity is (pitch, roll, +yaw). The old -att_yaw fired the
# opposite-side jets for yaw.
var cmd := Vector3(att_pitch, att_roll, att_yaw)
var turning := cmd.length() > 0.15 var turning := cmd.length() > 0.15
var origin := global_position var origin := global_position
for ribbon in _rcs: for ribbon in _rcs:
var want := 0.0 var want := 0.0
var exhaust: Vector3 = (ship_inv * ribbon.global_transform.basis.y).normalized() var exhaust: Vector3 = (ship.inverse() * ribbon.global_transform.basis.y).normalized()
if turning: if turning:
var local_pos: Vector3 = ship_inv * (ribbon.global_position - origin) var local_pos: Vector3 = ship.inverse() * (ribbon.global_position - origin)
if local_pos.length() < 0.05: if local_pos.length() < 0.05:
local_pos = -exhaust local_pos = -exhaust
var torque: Vector3 = local_pos.cross(-exhaust) var torque: Vector3 = local_pos.cross(-exhaust)
if torque.dot(cmd) > 0.12: if torque.dot(cmd) > 0.12:
want = 1.0 want = 1.0
if want < 0.5 and wish != Vector3.ZERO: if want < 0.5 and wish != Vector3.ZERO:
if exhaust.dot(-(ship_inv * wish)) > 0.7: if exhaust.dot(-(ship.inverse() * wish)) > 0.7:
want = 1.0 want = 1.0
var burn := float(ribbon.get_meta("burn")) var burn := float(ribbon.get_meta("burn"))
burn = _smooth(burn, want, delta, 0.08 if want > burn else 0.14) burn = _smooth(burn, want, delta, 0.08 if want > burn else 0.14)
@@ -306,8 +429,6 @@ func _burn(wish: Vector3, delta: float) -> void:
light.light_energy = _abort_hold * 8.0 if on else 0.0 light.light_energy = _abort_hold * 8.0 if on else 0.0
## Exhaust direction in the socket's parent space. The model puts each Vfx_ socket's
## translation along its exhaust direction (RCS = +Y, Abort = -Y), so position is the aim.
func _exhaust(socket: Node3D) -> Vector3: func _exhaust(socket: Node3D) -> Vector3:
var dir := socket.position var dir := socket.position
if dir.length() < 0.001: if dir.length() < 0.001:
@@ -365,13 +486,13 @@ func _taper(length: float, w0: float, w1: float) -> ArrayMesh:
return st.commit() return st.commit()
func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int, node_name: String, length: float, opacity: float, flick_seed: float) -> Node3D: func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int, node_name: String, length: float, opacity: float, seed: float) -> Node3D:
var g := Node3D.new() var g := Node3D.new()
g.name = node_name g.name = node_name
g.set_meta("mat", mat) g.set_meta("mat", mat)
g.set_meta("len", length) g.set_meta("len", length)
g.set_meta("opacity", opacity) g.set_meta("opacity", opacity)
g.set_meta("seed", flick_seed) g.set_meta("seed", seed)
g.set_meta("burn", 0.0) g.set_meta("burn", 0.0)
for i in planes: for i in planes:
var m := MeshInstance3D.new() var m := MeshInstance3D.new()
@@ -387,8 +508,8 @@ func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int,
return g return g
func _spear(socket: Node3D, length: float, width: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, flick_seed: float) -> Node3D: func _spear(socket: Node3D, length: float, width: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, seed: float) -> Node3D:
return _crossed(socket, _sheet(length, width), _ribbon_mat(root, mid, tip), planes, "Spear", length, opacity, flick_seed) return _crossed(socket, _sheet(length, width), _ribbon_mat(root, mid, tip), planes, "Spear", length, opacity, seed)
func _taper_ribbon(socket: Node3D, length: float, w0: float, w1: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, node_name: String) -> Node3D: func _taper_ribbon(socket: Node3D, length: float, w0: float, w1: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, node_name: String) -> Node3D:
@@ -407,8 +528,8 @@ func _set_spear(ribbon: Node3D, amount: float, time: float) -> void:
if a < 0.02: if a < 0.02:
_set_opacity(ribbon, 0.0) _set_opacity(ribbon, 0.0)
return return
var flick_seed := float(ribbon.get_meta("seed")) var seed := float(ribbon.get_meta("seed"))
var flick := 0.82 + 0.18 * sin(time * 37.0 + flick_seed * 2.1) var flick := 0.82 + 0.18 * sin(time * 37.0 + seed * 2.1)
ribbon.scale = Vector3.ONE ribbon.scale = Vector3.ONE
_set_opacity(ribbon, float(ribbon.get_meta("opacity")) * minf(a, 1.0) * flick) _set_opacity(ribbon, float(ribbon.get_meta("opacity")) * minf(a, 1.0) * flick)
@@ -534,11 +655,11 @@ func _spot(socket: Node3D) -> SpotLight3D:
func _make_abort(socket: Node3D) -> Dictionary: func _make_abort(socket: Node3D) -> Dictionary:
var core := _taper_ribbon(socket, 2.1, 0.06, 0.20, Color(1.0, 0.97, 0.92, 1.0), Color(1.0, 0.45, 0.12, 0.72), Color(0.40, 0.08, 0.02, 0.0), 0.95, 3, "AbortCore") var core := _taper_ribbon(socket, 2.1, 0.06, 0.20, Color(1.0, 0.97, 0.92, 1.0), Color(1.0, 0.45, 0.12, 0.72), Color(0.40, 0.08, 0.02, 0.0), 0.95, 3, "AbortCore")
var sheath := _taper_ribbon(socket, 5.2, 0.10, 0.78, Color(1.0, 0.55, 0.18, 1.0), Color(1.0, 0.28, 0.06, 0.55), Color(0.35, 0.06, 0.01, 0.0), 0.82, 3, "AbortSheath") var sheath := _taper_ribbon(socket, 5.2, 0.10, 0.78, Color(1.0, 0.55, 0.18, 1.0), Color(1.0, 0.28, 0.06, 0.55), Color(0.35, 0.06, 0.01, 0.0), 0.82, 3, "AbortSheath")
return { var row: Dictionary = {}
"core": core, row["core"] = core
"sheath": sheath, row["sheath"] = sheath
"sparks": _sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0), row["sparks"] = _sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0)
"sheath_sparks": _sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0), row["sheath_sparks"] = _sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0)
"flash": _abort_flash(socket), row["flash"] = _abort_flash(socket)
"light": _spot(socket), row["light"] = _spot(socket)
} return row
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