(potetial noise) improved assets, gameplay, workflow, moving towards blender-2.80
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@@ -46,6 +46,8 @@ func add_cheer_game_location(team: int, loc: Vector3):
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func set_team_start(team: int, v: Vector3):
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_team_start[team] = v
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_game_area = _game_area.expand(v)
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func check_goal(gate):
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pass
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func set_team_gate(team: int, gate: Area):
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_gates[team] = gate
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gate2team[gate] = team
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@@ -54,6 +56,7 @@ func set_team_gate(team: int, gate: Area):
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_game_area = _game_area.expand(o)
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func set_main(n):
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_main = n
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var start_timeout = 10.0
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func start_game():
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var ball = _ball_instance
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ball.add_to_group("ball")
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@@ -64,7 +67,8 @@ func start_game():
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print(ch)
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assert ch.scene != null
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print("start: ", _team_start[t])
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ch.scene.walkto(_team_start[t])
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ch.scene.walkto(_team_start[t] + Vector3(randf() * 2.0 - 1.0, 0.0, randf() * 2.0 - 1.0))
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start_timeout = 10.0
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var loc = 0
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for t in _cheers.keys():
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for ch in _cheers[t]:
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@@ -90,3 +94,26 @@ func stop_game():
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world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
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for e in _cheers[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
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func _physics_process(delta):
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match(_state):
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STATE_START:
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start_timeout -= delta
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# print("timeout")
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if start_timeout <= 0.0:
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for t in _teams.keys():
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for ch in _teams[t]:
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# print("teleport")
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ch.scene.global_transform.origin = ch.scene._path[ch.scene._path.size() - 1]
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_state = STATE_RUNNING
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STATE_RUNNING:
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# print("running")
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var tgt = _ball_instance.global_transform.origin
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for t in _teams.keys():
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for ch in _teams[t]:
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if ch.scene._path && ch.scene._path.size() > 0:
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var moveto = ch.scene._path[ch.scene._path.size() - 1]
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if tgt.distance_squared_to(moveto) > 0.5:
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# print("walking")
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ch.scene.walkto(tgt)
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else:
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ch.scene.walkto(tgt)
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