Ball implemented, started work on game AI
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@@ -5,6 +5,8 @@ var skel: Skeleton
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var anim_tree: AnimationTree
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var aplay: AnimationPlayer
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const GRAVITY = Vector3(0, -9.8, 0)
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var ball_carry: Node
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var item_right_hand: Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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@@ -33,6 +35,7 @@ func _ready():
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anim.loop = true
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add_to_group("characters")
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add_to_group("activatable")
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ball_carry = get_children()[0].get_children()[0].get_node("item_carry/ball_carry")
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func get_act():
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return "Talk"
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@@ -61,7 +64,12 @@ func walkto(target: Vector3, spd: float = 1.4):
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set_walk_speed(spd)
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walk()
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func _process(delta):
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func take_object(obj):
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if obj.is_in_group("items"):
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obj.taken(self)
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func _physics_process(delta):
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orientation = global_transform
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orientation.origin = Vector3()
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var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
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@@ -84,7 +92,7 @@ func _process(delta):
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var direction: Vector3 = (next - global_transform.origin).normalized()
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var actual_direction: Vector3 = -global_transform.basis[2]
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var angle: float = Vector2(actual_direction.x, actual_direction.z).angle_to(Vector2(direction.x, direction.z))
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var tf_turn = Transform(Quat(Vector3(0, 1, 0), -angle * delta))
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var tf_turn = Transform(Quat(Vector3(0, 1, 0), -angle * min(delta * 2.0, 1.0)))
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orientation *= tf_turn
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if !_path || _path.size() == 0:
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idle()
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