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/******************************************************************************/ /******************************************************************************/ //"project_boost_2025-05-22\landing_pad.gd": class_name LandingPad extends CSGBox3D @export_file('*.tscn') var path_of_next_level: String func _ready() -> void: assert(path_of_next_level != '', 'Path of next level is empty!') assert(ResourceLoader.exists(path_of_next_level), '"%s" doesn\'t exist!' % path_of_next_level) /******************************************************************************/ /******************************************************************************/ //"project_boost_2025-05-22\launch_pad.gd": class_name LaunchPad extends CSGBox3D @onready var player_scene = preload("res://scene_objects/player.tscn") # The launch pad automatically spawns a Player object on top of it! func _ready() -> void: var player: Player = player_scene.instantiate() player.position = $".".global_position player.position.y += size.y/2 + player.collider_size.y/2 get_tree().current_scene.add_child.call_deferred(player) /******************************************************************************/ /******************************************************************************/ //"project_boost_2025-05-22\obstacle.gd": class_name Obstacle extends CSGBox3D # Beige-ish by default @export var color: Color = Color(0.76, 0.57, 0.40) func _ready() -> void: material.albedo_color = color /******************************************************************************/ /******************************************************************************/ //"project_boost_2025-05-22\player.gd": class_name Player extends RigidBody3D @export_range(0, 10000, 100, "or_greater") var velocity_thrust: float = 1000.0 @export_range(0, 2000, 10, "or_greater") var velocity_rotation: float = 200.0 # TBD: Figure out how to auto-detect collider size during object initialization var collider_size: Vector3 = Vector3(2.0, 2.0, 2.0) # (2 meters at 1x scale) var is_losing_or_winning: bool func _ready(): is_losing_or_winning = false func _process(delta: float) -> void: if Input.is_action_pressed("rocket_thrust"): apply_central_force(basis.y * delta*velocity_thrust); # elif is not used in order to cancel out the action if both are pressed if Input.is_action_pressed("rocket_lturn"): apply_torque(Vector3(0,0, delta*velocity_rotation)) if Input.is_action_pressed("rocket_rturn"): apply_torque(Vector3(0,0, -delta*velocity_rotation)) func _on_body_entered(body: Node) -> void: var groups: Array = body.get_groups() if "Crash" in groups: crash_sequence() elif "Goal" in groups: complete_level(body.path_of_next_level) func crash_sequence() -> void: if is_losing_or_winning: return is_losing_or_winning = true print("You Fail It! Your Skill Is Not Enough!") await get_tree().create_timer(1.0).timeout get_tree().reload_current_scene() func complete_level(next_level_file: String) -> void: if is_losing_or_winning: return is_losing_or_winning = true print("You're Winner!") await get_tree().create_timer(1.0).timeout get_tree().change_scene_to_file(next_level_file)
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