refactor: organise assets, tidy player.gd, unbreak fresh import
Assets grouped by role, within the constraint that FBX materials resolve
their textures by path relative to the FBX itself (verified by forcing a
reimport and reading back the albedo paths):
assets/level/ scene.fbx + Level1_v1.fbx + the platform maps they look
up as siblings
assets/logos/ the three attribution logos
assets/ chara_red.fbx, background.fbx — these reach up into
../sourceimages and so cannot move
sourcefiles/ scene.blend, behind a .gdignore
The .blend move is a bug fix, not tidying. Godot hands every importable
.blend to a headless Blender, and that call never returns on this project
— a fresh clone stalls on first import, and the machine still had orphaned
Blender processes from an earlier attempt. Nothing loads the .blend: the
level geometry is baked into level_1.tscn.
player.gd: spell out ct/bt/d/ix/a, type the physics step, group the
members, and point the blue skin at sourceimages/low_blue_mat_* — the same
files assets/Chara_blue/ was a byte-identical copy of.
Co-Authored-By: Claude Opus 5 <[email protected]>
@@ -24,5 +24,11 @@ Exports/
|
||||
.idea/
|
||||
.DS_Store
|
||||
|
||||
# DCC scratch output. Maya writes .tx render caches and swatch thumbnails next
|
||||
# to the textures it exports; Godot cannot read either of them.
|
||||
*.tx
|
||||
.mayaSwatches/
|
||||
*.blend1
|
||||
|
||||
# Plugin specific
|
||||
addons/script-ide/*
|
||||
@@ -20,19 +20,19 @@ License: [CC BY 4.0 International](https://github.com/godotengine/godot/blob/mas
|
||||
|
||||
## Tools
|
||||
#### Godot
|
||||

|
||||

|
||||
Author: [Juan Linietsky, Ariel Manzur, and contributors](https://godotengine.org/contact)
|
||||
Source: [godotengine.org](https://godotengine.org/)
|
||||
License: [MIT License](https://github.com/godotengine/godot/blob/master/LICENSE.txt)
|
||||
|
||||
#### Godot Game Template
|
||||

|
||||

|
||||
Author: [Marek Belski and contributors](https://github.com/Maaack/Godot-Game-Template/graphs/contributors)
|
||||
Source: [github: Godot-Game-Template](https://github.com/Maaack/Godot-Game-Template)
|
||||
License: [MIT License](LICENSE.txt)
|
||||
|
||||
#### Git
|
||||

|
||||

|
||||
Author: [Linus Torvalds](https://github.com/torvalds)
|
||||
Source: [git-scm.com](https://git-scm.com/downloads)
|
||||
License: [GNU General Public License version 2](https://opensource.org/licenses/GPL-2.0)
|
||||
|
||||
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|
||||
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|
||||
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||||
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source_file="res://assets/logos/godot_engine_logo/logo_vertical_color_dark.png"
|
||||
dest_files=["res://.godot/imported/logo_vertical_color_dark.png-b311ca50a9d36498c78874961d6e6bd9.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 44 KiB |
@@ -3,15 +3,15 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cf77mc07j26a4"
|
||||
path="res://.godot/imported/logo.png-31474a8ee58537d771c887e29197a8a3.ctex"
|
||||
path="res://.godot/imported/logo.png-20abfc3ced547ee1ae9130be19fbf910.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/plugin_logo/logo.png"
|
||||
dest_files=["res://.godot/imported/logo.png-31474a8ee58537d771c887e29197a8a3.ctex"]
|
||||
source_file="res://assets/logos/plugin_logo/logo.png"
|
||||
dest_files=["res://.godot/imported/logo.png-20abfc3ced547ee1ae9130be19fbf910.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
@@ -5,9 +5,9 @@
|
||||
[ext_resource type="PackedScene" uid="uid://cbual4qbgv2fc" path="res://scenes/player.tscn" id="2_623lg"]
|
||||
[ext_resource type="PackedScene" uid="uid://x4xnc85khpl5" path="res://scenes/path_3d_rope.tscn" id="3_sycfm"]
|
||||
[ext_resource type="PackedScene" uid="uid://b33nsypu7y3l6" path="res://assets/background.fbx" id="5_sycfm"]
|
||||
[ext_resource type="Texture2D" uid="uid://bo0602fd212nj" path="res://assets/platforms_standardSurface1_BaseColor_Utility - sRGB - Texture.1001.png" id="6_sycfm"]
|
||||
[ext_resource type="Texture2D" uid="uid://bo0602fd212nj" path="res://assets/level/platforms_standardSurface1_BaseColor_Utility - sRGB - Texture.1001.png" id="6_sycfm"]
|
||||
|
||||
[sub_resource type="Curve3D" id="Curve3D_w6i3l"]
|
||||
[sub_resource type="Curve3D" id="Curve3D_sycfm"]
|
||||
resource_local_to_scene = true
|
||||
bake_interval = 512.0
|
||||
_data = {
|
||||
@@ -971,7 +971,7 @@ gravity_vector = Vector3(0, -20, 0)
|
||||
jump_speed = 13.0
|
||||
|
||||
[node name="Path3DRope" parent="." unique_id=301387047 instance=ExtResource("3_sycfm")]
|
||||
curve = SubResource("Curve3D_w6i3l")
|
||||
curve = SubResource("Curve3D_sycfm")
|
||||
attach_start_path = NodePath("../Player1")
|
||||
attach_end_path = NodePath("../Player2")
|
||||
max_length = 6.0
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene format=3 uid="uid://bk80fxrac0p3i"]
|
||||
|
||||
[ext_resource type="PackedScene" path="res://addons/maaacks_game_template/base/nodes/opening/opening.tscn" id="1_ke3tw"]
|
||||
[ext_resource type="Texture2D" path="res://assets/godot_engine_logo/logo_vertical_color_dark.png" id="2_ke3tw"]
|
||||
[ext_resource type="Texture2D" path="res://assets/logos/godot_engine_logo/logo_vertical_color_dark.png" id="2_ke3tw"]
|
||||
|
||||
[node name="Opening" unique_id=1930105641 instance=ExtResource("1_ke3tw")]
|
||||
images = Array[Texture2D]([ExtResource("2_ke3tw")])
|
||||
|
||||
@@ -1,6 +1,22 @@
|
||||
class_name Player
|
||||
extends CharacterBody3D
|
||||
|
||||
## Player-vs-player stacking. A rider standing on us would otherwise block our
|
||||
## own move_and_slide (its collider reads as a slanted wall), so while carried we
|
||||
## drop the players layer from our mask — the rider keeps colliding with us, the
|
||||
## test is one-way. Carrying the rider along is CharacterBody3D's own
|
||||
## moving-platform handling; adding it again here just launches them off.
|
||||
const PLAYERS_LAYER := 2
|
||||
const CARRIED_LINGER := 0.1
|
||||
|
||||
## The character model ships textured in red. Player 1 wears the blue variant,
|
||||
## which exists only as a pair of base-color maps sitting beside the red ones
|
||||
## under the same name — every other map (normal/roughness/metallic/height) is
|
||||
## shared between the two, so albedo is all that gets swapped.
|
||||
const BLUE_SKIN_PLAYER_ID := 1
|
||||
const RED_MATERIAL_PREFIX := "low_chara_mat_"
|
||||
const BLUE_MATERIAL_PREFIX := "low_blue_mat_"
|
||||
|
||||
@export var player_id := 1
|
||||
@export var gravity_vector := Vector3(0, -15, 0)
|
||||
@export var move_speed := 8.0
|
||||
@@ -11,16 +27,11 @@ extends CharacterBody3D
|
||||
@export var coyote := 0.1
|
||||
@export var buffer := 0.1
|
||||
|
||||
var ct := 0.0
|
||||
var bt := 0.0
|
||||
# Coyote time and jump buffer remaining, in seconds.
|
||||
var coyote_t := 0.0
|
||||
var buffer_t := 0.0
|
||||
|
||||
## Player-vs-player stacking. A rider standing on us would otherwise block our
|
||||
## own move_and_slide (its collider reads as a slanted wall), so while carried we
|
||||
## drop the players layer from our mask — the rider keeps colliding with us, the
|
||||
## test is one-way. Carrying the rider along is CharacterBody3D's own
|
||||
## moving-platform handling; adding it again here just launches them off.
|
||||
const PLAYERS_LAYER := 2
|
||||
const CARRIED_LINGER := 0.1
|
||||
# Time left on the one-way stacking exemption. See PLAYERS_LAYER.
|
||||
var carried_t := 0.0
|
||||
|
||||
## Cleared when the run ends. Physics keeps running — the player still falls,
|
||||
@@ -28,72 +39,81 @@ var carried_t := 0.0
|
||||
## input is ignored.
|
||||
var controls_enabled := true : set = set_controls_enabled
|
||||
|
||||
const BLUE_TEXTURE_DIR := "res://assets/Chara_blue/"
|
||||
|
||||
# Drops the buffered jump on the way out, so a press from the frame before the
|
||||
# controls were cut does not still fire afterwards.
|
||||
func set_controls_enabled(value : bool) -> void:
|
||||
controls_enabled = value
|
||||
if not value:
|
||||
bt = 0.0
|
||||
buffer_t = 0.0
|
||||
|
||||
func _ready():
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("players")
|
||||
if player_id == 1:
|
||||
if player_id == BLUE_SKIN_PLAYER_ID:
|
||||
_apply_blue_skin(self)
|
||||
|
||||
# The character mesh ships with the red base-color maps baked into its
|
||||
# materials. Player 1 reuses the same mesh with the blue maps swapped in:
|
||||
# every other map (normal/roughness/metallic/height) is shared between the
|
||||
# two colour variants, so only albedo needs overriding.
|
||||
func _apply_blue_skin(node: Node) -> void:
|
||||
|
||||
# Walks the model and re-points every surface that uses a red base-color map at
|
||||
# its blue counterpart. Surfaces without one (the visor, the hands the two
|
||||
# variants share) keep the material they were imported with.
|
||||
func _apply_blue_skin(node : Node) -> void:
|
||||
for child in node.get_children():
|
||||
_apply_blue_skin(child)
|
||||
var mi := node as MeshInstance3D
|
||||
if mi == null or mi.mesh == null:
|
||||
var mesh_instance := node as MeshInstance3D
|
||||
if mesh_instance == null or mesh_instance.mesh == null:
|
||||
return
|
||||
for i in mi.mesh.get_surface_count():
|
||||
var mat := mi.get_active_material(i) as BaseMaterial3D
|
||||
if mat == null or mat.albedo_texture == null:
|
||||
for surface in mesh_instance.mesh.get_surface_count():
|
||||
var material := mesh_instance.get_active_material(surface) as BaseMaterial3D
|
||||
if material == null or material.albedo_texture == null:
|
||||
continue
|
||||
var blue_path := BLUE_TEXTURE_DIR + mat.albedo_texture.resource_path.get_file()
|
||||
var blue_path := material.albedo_texture.resource_path.replace(
|
||||
RED_MATERIAL_PREFIX, BLUE_MATERIAL_PREFIX
|
||||
)
|
||||
if not ResourceLoader.exists(blue_path):
|
||||
continue
|
||||
var blue_mat := mat.duplicate() as BaseMaterial3D
|
||||
blue_mat.albedo_texture = load(blue_path)
|
||||
mi.set_surface_override_material(i, blue_mat)
|
||||
var blue_material := material.duplicate() as BaseMaterial3D
|
||||
blue_material.albedo_texture = load(blue_path)
|
||||
mesh_instance.set_surface_override_material(surface, blue_material)
|
||||
|
||||
func _physics_process(d):
|
||||
var up = Vector3.UP if gravity_vector.length_squared() < 0.0001 else -gravity_vector.normalized()
|
||||
|
||||
func _physics_process(delta : float) -> void:
|
||||
var up := Vector3.UP if gravity_vector.length_squared() < 0.0001 else -gravity_vector.normalized()
|
||||
up_direction = up
|
||||
velocity += gravity_vector * d
|
||||
ct = coyote if is_on_floor() else max(ct - d, 0.0)
|
||||
bt = max(bt - d, 0.0)
|
||||
velocity += gravity_vector * delta
|
||||
|
||||
coyote_t = coyote if is_on_floor() else maxf(coyote_t - delta, 0.0)
|
||||
buffer_t = maxf(buffer_t - delta, 0.0)
|
||||
if controls_enabled and Input.is_action_just_pressed("p%d_jump" % player_id):
|
||||
bt = buffer
|
||||
var ix = Input.get_axis("p%d_left" % player_id, "p%d_right" % player_id) if controls_enabled else 0.0
|
||||
var a = accel if is_on_floor() else accel * air_control
|
||||
if abs(ix) > 0.01:
|
||||
velocity.x = move_toward(velocity.x, ix * move_speed, a * d)
|
||||
buffer_t = buffer
|
||||
|
||||
var input_x := Input.get_axis("p%d_left" % player_id, "p%d_right" % player_id) if controls_enabled else 0.0
|
||||
var rate := accel if is_on_floor() else accel * air_control
|
||||
if absf(input_x) > 0.01:
|
||||
velocity.x = move_toward(velocity.x, input_x * move_speed, rate * delta)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0.0, friction * d)
|
||||
if bt > 0.0 and ct > 0.0:
|
||||
velocity.x = move_toward(velocity.x, 0.0, friction * delta)
|
||||
|
||||
if buffer_t > 0.0 and coyote_t > 0.0:
|
||||
velocity = velocity.slide(up) + up * jump_speed
|
||||
bt = 0.0
|
||||
ct = 0.0
|
||||
carried_t = max(carried_t - d, 0.0)
|
||||
buffer_t = 0.0
|
||||
coyote_t = 0.0
|
||||
|
||||
carried_t = maxf(carried_t - delta, 0.0)
|
||||
set_collision_mask_value(PLAYERS_LAYER, carried_t <= 0.0)
|
||||
|
||||
# plane lock: 2D platformer physics in a 3D scene. Sliding along an angled
|
||||
# collision normal can otherwise walk the player off the Z=0 plane.
|
||||
velocity.z = 0.0
|
||||
move_and_slide()
|
||||
|
||||
# Riding is handled by CharacterBody3D's own moving-platform support, so the
|
||||
# only thing to do here is tell whoever we landed on that it is carrying us.
|
||||
for i in get_slide_collision_count():
|
||||
var col := get_slide_collision(i)
|
||||
if col.get_normal().dot(up) < 0.7:
|
||||
var collision := get_slide_collision(i)
|
||||
if collision.get_normal().dot(up) < 0.7:
|
||||
continue
|
||||
var below := col.get_collider() as Player
|
||||
var below := collision.get_collider() as Player
|
||||
if below != null:
|
||||
below.carried_t = CARRIED_LINGER
|
||||
global_position.z = 0.0
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
# Source files
|
||||
|
||||
Editable art sources that the engine does not consume. `scene.blend` is the
|
||||
Blender source for `assets/level/scene.fbx`; the level geometry the game
|
||||
actually loads is baked into `scenes/game_scene/levels/level_1.tscn`.
|
||||
|
||||
The empty `.gdignore` here keeps Godot out of this directory. Left importable,
|
||||
Godot hands every `.blend` to a headless Blender at import time, and that call
|
||||
hangs indefinitely on this project — stalling the first import of a fresh
|
||||
clone. Export to FBX in `assets/` instead of relying on `.blend` import.
|
||||
@@ -4,12 +4,12 @@ importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://valx6a5gep7b"
|
||||
path="res://.godot/imported/scene.blend-a7ac89551fac062f7682e2b7d32e8c98.scn"
|
||||
path="res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/scene.blend"
|
||||
dest_files=["res://.godot/imported/scene.blend-a7ac89551fac062f7682e2b7d32e8c98.scn"]
|
||||
source_file="res://assets/level/scene.blend"
|
||||
dest_files=["res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"]
|
||||
|
||||
[params]
|
||||
|
||||