A dungeon delver roguelike using Pathfinder 2nd edition rules
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Added movement marker

+12
+10
camera/camera.gd
··· 99 99 rotate_direction = 0.0 100 100 101 101 if Input.is_action_just_pressed("Select"): 102 + if $"../FighterCharacter".marker: 103 + $"../FighterCharacter".marker.queue_free() 104 + 102 105 var mouse_pos = get_viewport().get_mouse_position() 103 106 var from = $"Path3D/PathFollow3D/SpringArm3D/Camera3D".project_ray_origin(mouse_pos) 104 107 var to = from + $"Path3D/PathFollow3D/SpringArm3D/Camera3D".project_ray_normal(mouse_pos) * 1000.0 ··· 110 113 if result: 111 114 $"../FighterCharacter".target_position = result.position 112 115 $"../FighterCharacter".state = $"../FighterCharacter".State.STATE_TARGET 116 + var char_marker: Node3D = load("res://CharacterMarker.tscn").instantiate() 117 + var marker_position: Vector3 = result.position 118 + marker_position.y = 0.0 119 + $"..".add_child(char_marker) 120 + char_marker.global_scale(Vector3(0.61, 0.61, 0.61)) 121 + char_marker.global_translate(marker_position) 122 + $"../FighterCharacter".marker = char_marker 113 123 114 124 $Path3D/PathFollow3D.progress = zoom_percent 115 125
+2
characters/character.gd
··· 7 7 var target_rotation: float = 0.0 8 8 @export var rotation_speed: float = 0.3 9 9 var direction: Vector3 = Vector3.ZERO 10 + var marker: Node3D 10 11 11 12 enum State {STATE_IDLE, STATE_TARGET, STATE_ROTATE, STATE_MOVE} 12 13 ··· 36 37 37 38 if direction.length() < 0.1: 38 39 velocity = Vector3.ZERO 40 + marker.queue_free() 39 41 state = State.STATE_IDLE 40 42 else: 41 43 var norm_dir = direction.normalized()