Things to deal with or clean up in future episodes
Opened this issue · 6 comments
tylerecouture commented
- Obstacle Shader foreground color off by 1
- Type hints vs type casting
- Player controller stuff in the level's "main" script
- CSG box collisons not stopping fast bullets (extend the Collision Shape to about 3x z-axis width so it extends in front and behind)
- Enemy getting the nav node and the player
- translation vs global_transform.origin
- Add grid to floor
tylerecouture commented
- Shooting offset from mouse cursor (add or subtract the "hand" position)
- ALso shooting not just using floor, but colliding with enemies and obstacles.
tylerecouture commented
- Player move_and_slide should be in physics process (https://docs.godotengine.org/en/stable/classes/class_kinematicbody.html#class-kinematicbody-method-move-and-slide)
tylerecouture commented
The "wave" script is called Node.gd
tylerecouture commented
Shooting offset:
Have the "hand" also look at the point:
onready var hand = $Player/Body/Hand
hand.look_at(look_at_me, Vector3.UP)
But does weird thing when close, so only do it if it's not close:
if (hand.global_transform.origin - look_at_me).length() > 3:
hand.look_at(look_at_me, Vector3.UP)
Why use gloabal_transform with and hand translation for player? ... Cus, well, we shouldn't have! haha. Hey, Mr Asparagus here is learning along with you folks!
(Explanation of origin vs translation)
tylerecouture commented
- When the level generator's colors are changed, the colors in previously saved levels are changed (https://www.youtube.com/watch?v=LfisGrpDH6Y&lc=UgzYo9edIpUt7WAyEat4AaABAg)
tylerecouture commented
- The mystery dot at infinity: https://godotforums.org/discussion/26482/mystery-dot-at-infinity-on-y-axis-3d/p1?new=1