extends Label
func _ready() -> void:
# Establece la posición inicial del Label
position.y = 0
func _process(delta: float) -> void:
# Mueve el Label hacia abajo a una velocidad constante
position.y += 0.06
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 Label
func _ready() -> void:
# Establece la posición inicial del Label
position.y = 0
func _process(delta: float) -> void:
# Mueve el Label hacia abajo a una velocidad constante
position.y += 0.06
extends AnimatedSprite3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$".".play()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
extends CharacterBody3D
var rotate_speed = 10.1 # Rotation speed
const SPEED = 0.2 # Movement speed
const JUMP_VELOCITY = 3.5 # Jump velocity
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
# Replace with function body
pass
func _physics_process(delta):
translate(Vector3(0,0,-0.005))# PARA UNA CONSTANCIA DE MOVIMIENTO CONTINUO
if not is_on_floor():
velocity.y -= gravity * delta # Apply gravity
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY # Jump
#var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") # Get input direction
var input_dir = Input.get_vector("ui_left", "ui_right", "andaradelante", "detenerse") #ESTE FUNCIONABA ESTE FUNCIONABA
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED # Move in X direction
velocity.z = direction.z * SPEED # Move in Z direction
else:
velocity.x = move_toward(velocity.x, 0, SPEED) # Stop horizontal movement
velocity.z = move_toward(velocity.z, 0, SPEED) # Stop vertical movement
move_and_slide() # Apply movement and collisions
var movimiento_vector = Vector3.ZERO # Initialize movement vector
if Input.is_action_pressed("move_left"):
rotate_y(0.05) # Rotate on Z axis (positive for left)
if Input.is_action_pressed("move_right"):
rotate_y(-0.05) # Rotate on Z axis (negative for right)
#translate(Vector3(0.05,0,0))
if Input.is_action_pressed("detenerse"):
translate(Vector3(0.0,0.00,0.005))
rotate_y(-0.00)
if Input.is_action_pressed("andaradelante"):
translate(Vector3(0.0,0.00,-0.005))
rotate_y(-0.00)
------------------------------------------------------------------------------------------------------------------
Explicacion: adelante hacia atras giro sobre simismo izquierda y derecha y salta.
extends Label
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_just_pressed("escapedesalir"):
rotation_degrees += 180
----------------------------------------------------------------------------------------------------------------------- Explicacion: muy util para el inicio de un juego, para mostrar y quitar textos explicativos, seguro que se puede combinar con imagenes tambien.........
extends MeshInstance3D
var is_rotating = false
var is_rotating2 = false
var is_rotating3 = false
var is_rotating4 = false
var speed = 11 # Adjust the speed as needed
var delta = 0.009
var delta2 = 0.009
var delta3 = 0.009
var delta4 = 0.0002
var delta5 = 0.0002
var delta6 = 0.09
var delta7 = 0.09
func _input(event):
if event is InputEventMouseButton:
if event.pressed and event.button_index == 1:
is_rotating = true
else:
is_rotating = false
if event.pressed and event.button_index == 2:
is_rotating2 = true
else:
is_rotating2 = false
if event.pressed and event.button_index == 3:
is_rotating3 = true
else:
is_rotating3 = false
if event.button_index == 3 and not event.pressed:
is_rotating4 = true
else:
is_rotating4 = false
if event.pressed and event.is_action("mouse_rueda_arriba"):
rotate_x(-0.04)
translate(Vector3( 0, -speed * delta6,0)) # Move forward
#translate(Vector3(0, 0, speed * delta)) # Move forward
if event.pressed and event.is_action("mouse_rueda_avajo"):
rotate_x(0.04)
translate(Vector3( 0, speed * delta7,0)) # Move forward
#translate(Vector3( 0, 0,-speed * delta)) # Move forward
if event is InputEventKey:
#if event.pressed and event.scancode == KEY_P:
if event.pressed and event.is_action("GRUADIRECCIONDERECHA-I-"):
translate(Vector3(-speed * delta, 0, 0)) # Move forward
if event.pressed and event.is_action("GRUADIRECCIONIZQUIERDA-U-"):
translate(Vector3(speed * delta2, 0, 0)) # Move forward
if event.pressed and event.is_action("GRUADIRECCIONALANTE-J-"):
translate(Vector3( 0, 0, speed * delta)) # Move forward
if event.pressed and event.is_action("GRUADIRECCIONATRAS-K-"):
translate(Vector3( 0, 0, -speed * delta)) # Move forward
if event.pressed and event.is_action("GRUADIRECCIONARRIBA-O-"):
translate(Vector3( 0, speed * delta5,0)) # Move forward
if event.pressed and event.is_action("GRUADIRECCIONABAJO-P-"):
translate(Vector3( 0, -speed * delta5,0)) # Move forward
if event.pressed and event.is_action("OOPARAINCLINACIONIZQUIERDA"):
rotate_z(0.04)
if event.pressed and event.is_action("PPPARAINCLINACIONDERECHA"):
rotate_z(-0.04)
func _process(delta: float) -> void:
if is_rotating:
rotate_y(0.009)
if is_rotating2:
rotate_y(-0.009)
if is_rotating3:
rotate_x(-0.0009)
if is_rotating4:
rotate_x(0.0009)
-------------------------------------------------------------------------------------------------------------------------
EXPLICACION:
MOVER NIÑO -"W"-"A"-"S"-"D" --- "BOTON DEL RATON IZQUIERDO"-¡¡NIÑO MUERDE!! Y GIRA IZQUIERDA CAMARA ,"BOTON DERECHO"¡¡NIÑO MUERDE!! Y GIRA DERECHA CAMARA ,
"RUEDA DEL RATON" HACERCA ALEJA CAMARA.
MOVER LA CAMARA -"U"-"I"-"J"-"K"-
INCLINACION DE CAMARA-"O"-"P"
El script hace todos estos movimientos para mover un MeshInstance3D que contiene una camara, excepto los del texto de color azul que funcionan en otro script que mueve un CharacterBody3D este mueve al player y el player contiene el MeshInstance3D que contiene una camara,
CharacterBody3D es el padre y este un hijo el MeshInstance3D que contiene una camara,
extends Node3D
var animacion_actual = "Default simplifiedAction"
func _ready() -> void:
# Reproduce la animación principal en bucle
$AnimationPlayer.play("Default simplifiedAction", -1)
func _input(event):
if event is InputEventMouseButton:
if event.pressed and event.button_index == 1:
# Pausa la animación principal y encola la secundaria
$AnimationPlayer.stop()
$AnimationPlayer.play("Default simplified|INFLACABEZA")
elif event.button_index == 1 and not event.pressed:
# Reanuda la animación principal
$AnimationPlayer.play("Default simplifiedAction", -1)
if event.pressed and event.button_index == 2:
# Pausa la animación principal y encola la secundaria
$AnimationPlayer.stop()
$AnimationPlayer.play("Default simplified|INFLACABEZA")
elif event.button_index == 1 and not event.pressed:
# Reanuda la animación principal
$AnimationPlayer.play("Default simplifiedAction", -1)
extends Area3D
var Bullet = preload("res://PERSONAJES/CAVEZA NIÑO MONSTRUO ATACANDO/caveza_ataca.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _input(event):
if event is InputEventMouseButton:
if event.button_index == 1 and event.pressed :
var bullet = Bullet.instantiate()
add_child(bullet)
if event is InputEventMouseButton:
if event.button_index == 2 and event.pressed :
var bullet = Bullet.instantiate()
add_child(bullet)