feat: refine character animation and gameplay UI

This commit is contained in:
Alexander Sellite 2026-08-09 22:27:33 -04:00
parent 63a5009b33
commit 54e1b8538d
14 changed files with 314 additions and 55 deletions

View file

@ -4,6 +4,7 @@ extends Node3D
const WaterSurfaceMotionType = preload(
"res://world/water_surface_motion.gd"
)
const LINE_THICKNESS: float = 0.016
signal return_completed
@ -38,6 +39,7 @@ func setup(owning_player: Player) -> void:
_line.mesh = _line_mesh
var line_material := StandardMaterial3D.new()
line_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
line_material.cull_mode = BaseMaterial3D.CULL_DISABLED
line_material.albedo_color = Color(0.9, 0.9, 0.82, 1.0)
_line.material_override = line_material
add_child(_line)
@ -269,10 +271,50 @@ func _redraw_line() -> void:
if tip == null:
return
_line_mesh.clear_surfaces()
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
_line_mesh.surface_add_vertex(to_local(tip.global_position))
var midpoint: Vector3 = tip.global_position.lerp(_target, 0.5)
midpoint.y -= 0.12
_line_mesh.surface_add_vertex(to_local(midpoint))
_line_mesh.surface_add_vertex(to_local(_target))
_draw_line_ribbon(PackedVector3Array([
tip.global_position,
midpoint,
_target,
]))
func _draw_line_ribbon(points: PackedVector3Array) -> void:
var camera: Camera3D = get_viewport().get_camera_3d()
if camera == null:
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
for point: Vector3 in points:
_line_mesh.surface_add_vertex(to_local(point))
_line_mesh.surface_end()
return
var half_thickness: float = LINE_THICKNESS * 0.5
_line_mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
for point_index: int in range(1, points.size()):
var start: Vector3 = points[point_index - 1]
var end: Vector3 = points[point_index]
var segment: Vector3 = end - start
if segment.length_squared() <= 0.000001:
continue
var to_camera: Vector3 = (
camera.global_position - start.lerp(end, 0.5)
)
var side: Vector3 = segment.normalized().cross(to_camera.normalized())
if side.length_squared() <= 0.000001:
side = segment.normalized().cross(Vector3.UP)
if side.length_squared() <= 0.000001:
side = segment.normalized().cross(Vector3.RIGHT)
side = side.normalized() * half_thickness
var start_left: Vector3 = to_local(start - side)
var start_right: Vector3 = to_local(start + side)
var end_right: Vector3 = to_local(end + side)
var end_left: Vector3 = to_local(end - side)
_line_mesh.surface_add_vertex(start_left)
_line_mesh.surface_add_vertex(start_right)
_line_mesh.surface_add_vertex(end_right)
_line_mesh.surface_add_vertex(start_left)
_line_mesh.surface_add_vertex(end_right)
_line_mesh.surface_add_vertex(end_left)
_line_mesh.surface_end()