fix: Camera smoothing and start some interaction/consequences to the village part
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@@ -0,0 +1 @@
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extends Node
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@@ -0,0 +1 @@
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uid://b1ka4yih1ioh
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+25
-12
@@ -1,21 +1,30 @@
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extends Node3D
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@export var target: Node3D
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@export var follow_offset := Vector3(0, 10, 8)
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@export var follow_speed := 12.0
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@export var rotation_smooth_speed := 18.0
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@export var focus_smooth_speed := 14.0
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@export var mouse_sensitivity := 0.002
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@export var deadzone_right := 3.0
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@export var deadzone_forward := 3.0
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var yaw := 0.0
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var smoothed_yaw := 0.0
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var focus_position := Vector3.ZERO
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var desired_focus_position := Vector3.ZERO
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if target:
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focus_position = target.global_position
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desired_focus_position = focus_position
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global_position = focus_position + follow_offset
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@@ -31,28 +40,32 @@ func _physics_process(delta: float) -> void:
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if target == null:
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return
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rotation = Vector3(deg_to_rad(-55), yaw, 0)
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var rot_t := 1.0 - exp(-rotation_smooth_speed * delta)
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var focus_t := 1.0 - exp(-focus_smooth_speed * delta)
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var follow_t := 1.0 - exp(-follow_speed * delta)
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smoothed_yaw = lerp_angle(smoothed_yaw, yaw, rot_t)
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rotation = Vector3(deg_to_rad(-55), smoothed_yaw, 0)
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var target_pos := target.global_position
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var diff := target_pos - focus_position
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var diff := target_pos - desired_focus_position
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# Camera-relative horizontal axes
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var cam_right := Vector3.RIGHT.rotated(Vector3.UP, yaw).normalized()
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var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, yaw).normalized()
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var cam_right := Vector3.RIGHT.rotated(Vector3.UP, smoothed_yaw).normalized()
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var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, smoothed_yaw).normalized()
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var diff_right := diff.dot(cam_right)
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var diff_forward := diff.dot(cam_forward)
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if abs(diff_right) > deadzone_right:
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focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
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desired_focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
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if abs(diff_forward) > deadzone_forward:
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focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
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desired_focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
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var rotated_offset := follow_offset.rotated(Vector3.UP, yaw)
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focus_position = focus_position.lerp(desired_focus_position, focus_t)
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var rotated_offset := follow_offset.rotated(Vector3.UP, smoothed_yaw)
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var desired_position := focus_position + rotated_offset
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global_position = global_position.lerp(
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desired_position,
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1.0 - exp(-follow_speed * delta)
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)
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global_position = global_position.lerp(desired_position, follow_t)
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@@ -37,3 +37,8 @@ move_right={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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]
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}
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Interaction={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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@@ -78,3 +78,19 @@ func simulate_tick() -> void:
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village_changed.emit(village)
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if DEBUG_LOGS:
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print(village.get_summary())
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func add_food(amount: float) -> void:
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village.food += amount
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village_changed.emit(village)
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func add_wood(amount: float) -> void:
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village.wood += amount
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village_changed.emit(village)
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func add_safety(amount: float) -> void:
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village.safety = clamp(village.safety + amount, 0.0, 100.0)
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village_changed.emit(village)
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func add_knowledge(amount: float) -> void:
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village.knowledge += amount
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village_changed.emit(village)
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