extends RigidBody3D
var scale_speed = 0.1
func _process(delta):
if Input.is_action_pressed("ui_accept"):
translate(Vector3(0.15,0,0))
pass
if Input.is_action_just_released("ui_accept"):
translate(Vector3(-11.15,0,0))
pass
Godot, scripts para Godot estudios y aprendizajes, Creacion de videojuegos. Creacion y publicacion de videojuegos en internet. Como hacer videojuegos. C# unity. Animaciones unity blender. Personajes videojuegos graficos dibujos. Diseño grafico. Comic. Animaciones gif. Dibujo de retratos. Realidad virtual. Cine y realidad virtual.
extends RigidBody3D
var scale_speed = 0.1
func _process(delta):
if Input.is_action_pressed("ui_accept"):
translate(Vector3(0.15,0,0))
pass
if Input.is_action_just_released("ui_accept"):
translate(Vector3(-11.15,0,0))
pass
Realmente, el uso de la IA que esta de moda y se va desarrollando ferozmente tiene muchisima utilidad para aprender a programar, empezando con scripts sencillos y probandolos en godot , variando los ejes y las cantidades y mezclando.....me esta sorprendiendo e intusiasmando....
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ejemplo-1
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extends RigidBody3D
# Escala el objeto en un 10% cada segundo solo en el eje X
func _process(delta):
scale.y *= 3.1
-----------------------------------------------
ejemplo-2
---------------------------------------------------
extends RigidBody3D
# Escala el objeto en un 10% cada segundo solo en el eje X
func _process(delta):
scale.x *= 3.1
-----------------------------------------------
ejemplo-3
---------------------------------------------------
extends RigidBody3D
# Escala el objeto en un 10% cada segundo
func _process(delta):
scale *= 1.1
-----------------------------------------------
ejemplo-4 PERO AL PRESIONAR TECLA ESPACIO
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-----------------------------------------------
ejemplo-4 PERO AL SOLTAR TECLA ESPACIO
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-----------------------------------------------
ejemplo-4 PERO AL presionar tecla"g"
---------------------------------------------------
extends RigidBody3D
var scale_speed = 0.1
func _input(event):
if event.is_action_pressed("g"):
scale *= (1 + scale_speed)
extends MeshInstance3D
func _process(delta):
rotate_y(delta)
-------------------------------------------------------------------------------------------------------------------------
Este script sirve para girar un proyectil y para lanzarlo y recogerlo.....es un tema del que estoy muy limitado ...
pero que e de seguir estudiando haber si consigo algo util para algun juego de tema disparos colisiones e impactos...
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extends CSGSphere3D
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_X:
rotate_x(0.33)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_C:
rotate_x(10.33)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_B:
translate(Vector3(0,-3.15,0))
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_V:
translate(Vector3(0,3.15,0))
pass
------------------------------------------------------------------------------------------------------------------
una nueva variante del script que tiene sonido al disparar y se puede dirigir la direccion del disparo
------------------------------------------------------------------------------------------------------------------
extends CSGSphere3D
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_X:
rotate_x(0.11)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_C:
rotate_y(0.11)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_B:
translate(Vector3(0,-0.25,0))
$AudioStreamPlayer.play()
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_V:
translate(Vector3(0,0.25,0))
$AudioStreamPlayer.play()
pass
----------------------------------------------------------------------------------------------------
mas mejoras del del mismo script
----------------------------------------------------------------------------------------------------
extends CSGSphere3D
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_X:
rotate_x(0.11)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_N:
rotate_y(0.11)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_B:
translate(Vector3(0,-0.25,0))
$AudioStreamPlayer.play()
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_V:
translate(Vector3(0,0.25,0))
$AudioStreamPlayer.play()
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_M:
rotate_y(-0.11)
pass
if event is InputEventKey:
if event.pressed and event.keycode == KEY_C:
rotate_x(-0.11)
pass
-----------------------------------------------------------------------
para girar la elice
---------------------------------------------------------------------------------
extends MeshInstance3D
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_6:
rotate_y(0.88)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_W:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_A:
rotate_y(0.44)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_D:
rotate_y(0.41)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_S:
rotate_y(0.48)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_I:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_J:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_K:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_L:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
extends RigidBody3D
func _unhandled_input(event):
#if event is InputEventKey:
#if event.pressed and event.keycode == KEY_O:
if event is InputEventKey and event.pressed:
if event.keycode == KEY_J:
#queue_free()
translate(Vector3(1,0,0))
$AudioStreamPlayer.play()
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_L:
#queue_free()
translate(Vector3(-1,0,0))
$AudioStreamPlayer.play()
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_I:
#queue_free()
translate(Vector3(0,0,1))
$AudioStreamPlayer.play()
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_K:
#queue_free()
translate(Vector3(0,0,-1))
$AudioStreamPlayer.play()
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_Z:
#queue_free()
translate(Vector3(0,1,0))
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_R:
#queue_free()
translate(Vector3(0,2,0))
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_O:
#queue_free()
rotate_y(0.04)
pass
if event is InputEventKey and event.pressed:
if event.keycode == KEY_P:
#queue_free()
rotate_y(-0.04)
pass
if event.keycode == KEY_9:
add_constant_force(Vector3(0,-33,0))
pass
if event.keycode == KEY_8:
add_constant_force(Vector3(0,33,0))
pass
if event.keycode == KEY_7:
apply_torque_impulse(Vector3(0,-10,0))
pass
if event.keycode == KEY_6:
apply_impulse(Vector3(0,210,0))
pass
if event.keycode == KEY_W:
apply_impulse(Vector3(0,0,40))
pass
if event.keycode == KEY_S:
apply_impulse(Vector3(0,0,-40))
pass
if event.keycode == KEY_A:
apply_impulse(Vector3(40,0,0))
pass
if event.keycode == KEY_D:
apply_impulse(Vector3(-40,0,0))
pass
extends MeshInstance3D
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_6:
rotate_y(0.88)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_W:
rotate_y(0.33)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_A:
rotate_y(0.44)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_D:
rotate_y(0.41)
$AudioStreamPlayer3D.play()
if event.pressed and event.keycode == KEY_S:
rotate_y(0.48)
$AudioStreamPlayer3D.play()