de528a2693d6a0a8ff055bca5bd6da4c92dc3f43
This PR creates the floor and adds a couple of things along with it. Note that this floor is not exactly "playable". You can walk around and you're inside of a big empty space with a glass at the top, but there's nothing to do inside of it, and the lighting could use a lot of work. Getting this in now so that more work can be done to it. View from inside the tower: <img width="1475" alt="image.png" src="attachments/56ab5066-2d8e-4137-93ee-9aebfcfe6ada"> Closes #3 Reviewed-on: #8 Reviewed-by: indigoso <indigosowhat@gmail.com> Co-authored-by: godsfryingpan <sfrembling@gmail.com> Co-committed-by: godsfryingpan <sfrembling@gmail.com>
The Tower
Learning Resources
Branch Standards
Name branches as <you>/<topic>
Don't push to main
Create pull requests to merge in code
Code Standards
Use snake_case for variable and function names
var joe_mama := 10
func is_joe_mama(id: int) -> bool:
if id == 10:
return true
else:
return false
Use PascalCase for class names
class_name PlayerController
class EnemyProjectile
Ensure you are using types for your variables
Good:
var x: int = 10
var y := "Test" # := is the same as saying "y equals "Test" and is of type String"
func add(a: int, b: int) -> int
Bad:
var x = 10
var y = "Test"
func add(a, b)
Ensure your variables and functions have descriptive names
Good:
const PLAYER_SPEED: float = 300.0 # px/sec
Bad:
const S: 300.0
Keep single code line length up to 80 characters long. (Notice the first vertical line in the text editor.)
This keeps code easier to read because it isn't stretching all the way across the screen.
Good:
@onready var head_collision_shape: CollisionShape3D \
= $HeadCollider/HeadCollisionShape
Bad:
@onready var head_collision_shape: CollisionShape3D = $HeadCollider/HeadCollisionShape
Notice the \ in the above "good" example. That tells Godot to continue the expression
on the next line.
Description
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