commit bc132f8e85aa07ab7fd149f7a1f4a96bb4d617cb Author: Hare Date: Sun Feb 8 17:04:26 2026 +0900 init diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..f28239b --- /dev/null +++ b/.editorconfig @@ -0,0 +1,4 @@ +root = true + +[*] +charset = utf-8 diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..8ad74f7 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# Normalize EOL for all files that Git considers text files. +* text=auto eol=lf diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..0af181c --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +# Godot 4+ specific ignores +.godot/ +/android/ diff --git a/game.tscn b/game.tscn new file mode 100644 index 0000000..93bf33b --- /dev/null +++ b/game.tscn @@ -0,0 +1,65 @@ +[gd_scene format=3 uid="uid://be0hdhgh4p8b2"] + +[ext_resource type="Script" uid="uid://d1hs43512acpp" path="res://scripts/camera_targeter.gd" id="1_80nbo"] +[ext_resource type="Script" uid="uid://cwg212lk7rfi2" path="res://scripts/physics_movement.gd" id="2_e2o6t"] +[ext_resource type="Texture2D" uid="uid://cjcpbpcen2su3" path="res://icon.svg" id="3_feb5d"] + +[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_e2o6t"] +rough = true + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mwb40"] +albedo_color = Color(0.26666668, 0.16078432, 0.08627451, 1) + +[sub_resource type="BoxMesh" id="BoxMesh_mwb40"] +material = SubResource("StandardMaterial3D_mwb40") +size = Vector3(20, 1, 20) + +[sub_resource type="BoxShape3D" id="BoxShape3D_80nbo"] +size = Vector3(20, 1, 20) + +[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_feb5d"] +rough = true +bounce = 0.1 + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fc0e3"] +albedo_texture = ExtResource("3_feb5d") + +[sub_resource type="SphereMesh" id="SphereMesh_7jktm"] +material = SubResource("StandardMaterial3D_fc0e3") + +[sub_resource type="SphereShape3D" id="SphereShape3D_feb5d"] + +[node name="Node3D" type="Node3D" unique_id=1911957] + +[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=207332981] +transform = Transform3D(1, 0, 0, 0, 0.37640214, 0.9264564, 0, -0.9264564, 0.37640214, 0, 10.185568, 1.1867445) + +[node name="Camera3D" type="Camera3D" parent="." unique_id=1327314903 node_paths=PackedStringArray("target")] +transform = Transform3D(1, 0, 0, 0, 0.8711967, 0.49093416, 0, -0.49093416, 0.8711967, 0, 6.4932036, 7.1359625) +script = ExtResource("1_80nbo") +target = NodePath("../RigidBody3D") + +[node name="StaticBody3D" type="StaticBody3D" parent="." unique_id=751264409] +physics_material_override = SubResource("PhysicsMaterial_e2o6t") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="StaticBody3D" unique_id=86151585] +mesh = SubResource("BoxMesh_mwb40") +skeleton = NodePath("../..") + +[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" unique_id=433263418] +shape = SubResource("BoxShape3D_80nbo") + +[node name="RigidBody3D" type="RigidBody3D" parent="." unique_id=779206838 node_paths=PackedStringArray("camera")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5.177694, 0) +mass = 0.5 +physics_material_override = SubResource("PhysicsMaterial_feb5d") +angular_damp = 1.0 +script = ExtResource("2_e2o6t") +camera = NodePath("../Camera3D") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D" unique_id=2053654807] +mesh = SubResource("SphereMesh_7jktm") +skeleton = NodePath("../..") + +[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D" unique_id=1975781434] +shape = SubResource("SphereShape3D_feb5d") diff --git a/icon.svg b/icon.svg new file mode 100644 index 0000000..c6bbb7d --- /dev/null +++ b/icon.svg @@ -0,0 +1 @@ + diff --git a/icon.svg.import b/icon.svg.import new file mode 100644 index 0000000..2cea20b --- /dev/null +++ b/icon.svg.import @@ -0,0 +1,44 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cjcpbpcen2su3" +path.s3tc="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex" +metadata={ +"imported_formats": ["s3tc_bptc"], +"vram_texture": true +} + +[deps] + +source_file="res://icon.svg" +dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex"] + +[params] + +compress/mode=2 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=0 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/project.godot b/project.godot new file mode 100644 index 0000000..b13d4a6 --- /dev/null +++ b/project.godot @@ -0,0 +1,23 @@ +; Engine configuration file. +; It's best edited using the editor UI and not directly, +; since the parameters that go here are not all obvious. +; +; Format: +; [section] ; section goes between [] +; param=value ; assign values to parameters + +config_version=5 + +[animation] + +compatibility/default_parent_skeleton_in_mesh_instance_3d=true + +[application] + +config/name="tento-plus-1" +config/features=PackedStringArray("4.6", "Forward Plus") +config/icon="res://icon.svg" + +[editor_plugins] + +enabled=PackedStringArray("res://addons/flexcam/plugin.cfg") diff --git a/scripts/camera_targeter.gd b/scripts/camera_targeter.gd new file mode 100644 index 0000000..f827924 --- /dev/null +++ b/scripts/camera_targeter.gd @@ -0,0 +1,74 @@ +extends Camera3D + +## ターゲットとなるNode3Dオブジェクト +@export var target: Node3D + +## カメラの回転感度 +@export var mouse_sensitivity: float = 0.003 + +## ターゲットからの距離 +@export var distance: float = 5.0 + +## 最小・最大距離 +@export var min_distance: float = 2.0 +@export var max_distance: float = 20.0 + +## ズーム速度 +@export var zoom_speed: float = 0.5 + +## 縦方向の回転制限(ラジアン) +@export var min_pitch: float = -PI / 2 + 0.1 +@export var max_pitch: float = PI / 2 - 0.1 + +## マウスボタン(右クリックでカメラ操作) +@export var rotate_button: MouseButton = MOUSE_BUTTON_RIGHT + +# 内部変数 +var _yaw: float = 0.0 # 水平回転 +var _pitch: float = 0.0 # 垂直回転 +var _is_rotating: bool = false + + +func _ready() -> void: + # 初期角度を設定 + if target: + var direction = global_position - target.global_position + _yaw = atan2(direction.x, direction.z) + _pitch = asin(direction.y / direction.length()) + + +func _unhandled_input(event: InputEvent) -> void: + # マウスボタンの押下/離す + if event is InputEventMouseButton: + if event.button_index == rotate_button: + _is_rotating = event.pressed + + # マウスホイールでズーム + elif event.button_index == MOUSE_BUTTON_WHEEL_UP: + distance = clamp(distance - zoom_speed, min_distance, max_distance) + elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: + distance = clamp(distance + zoom_speed, min_distance, max_distance) + + # マウス移動で回転 + elif event is InputEventMouseMotion and _is_rotating: + _yaw -= event.relative.x * mouse_sensitivity + _pitch += event.relative.y * mouse_sensitivity + _pitch = clamp(_pitch, min_pitch, max_pitch) + + +func _process(_delta: float) -> void: + if not target: + return + + # 球面座標系でカメラ位置を計算 + var offset = Vector3( + cos(_pitch) * sin(_yaw), + sin(_pitch), + cos(_pitch) * cos(_yaw) + ) * distance + + # カメラ位置を設定 + global_position = target.global_position + offset + + # ターゲットを見る + look_at(target.global_position, Vector3.UP) diff --git a/scripts/camera_targeter.gd.uid b/scripts/camera_targeter.gd.uid new file mode 100644 index 0000000..0aa60ce --- /dev/null +++ b/scripts/camera_targeter.gd.uid @@ -0,0 +1 @@ +uid://d1hs43512acpp diff --git a/scripts/physics_movement.gd b/scripts/physics_movement.gd new file mode 100644 index 0000000..70059ea --- /dev/null +++ b/scripts/physics_movement.gd @@ -0,0 +1,73 @@ +extends RigidBody3D + +## 移動の基準となるカメラ +@export var camera: Camera3D + +## 移動加速度 +@export var move_force: float = 10.0 + +## ジャンプ力 +@export var jump_force: float = 8.0 + +## 空中での移動制御(0.0-1.0、1.0で地上と同じ) +@export var air_control: float = 0.3 + +## 地面判定用のレイキャスト距離 +@export var ground_check_distance: float = 0.6 + +# 内部変数 +var _is_on_ground: bool = false +var _ground_check_ray: RayCast3D + + +func _ready() -> void: + # 地面判定用のレイキャストを作成 + _ground_check_ray = RayCast3D.new() + _ground_check_ray.target_position = Vector3(0, -ground_check_distance, 0) + _ground_check_ray.enabled = true + add_child(_ground_check_ray) + + +func _physics_process(delta: float) -> void: + # レイキャストをグローバル座標系で下向きに固定 + _ground_check_ray.global_rotation = Vector3.ZERO + + # 地面判定 + _is_on_ground = _ground_check_ray.is_colliding() + + # 入力取得 + var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") + + # カメラ基準の移動方向を計算 + var move_direction = _get_camera_relative_direction(input_dir) + + # 移動力を適用 + if move_direction.length() > 0: + var control_factor = air_control if not _is_on_ground else 1.0 + var force = move_direction * move_force * control_factor + apply_central_force(force) + + # ジャンプ + if Input.is_action_just_pressed("ui_accept") and _is_on_ground: + linear_velocity.y = jump_force + + +func _get_camera_relative_direction(input_dir: Vector2) -> Vector3: + + if not camera: + # カメラが設定されていない場合はワールド座標基準 + return Vector3(input_dir.x, 0, input_dir.y).normalized() + + # カメラの前方向と右方向を取得(Y軸は無視して水平面に射影) + var cam_forward = -camera.global_transform.basis.z + cam_forward.y = 0 + cam_forward = cam_forward.normalized() + + var cam_right = camera.global_transform.basis.x + cam_right.y = 0 + cam_right = cam_right.normalized() + + # 入力方向をカメラ基準に変換 + var direction = (cam_right * input_dir.x + cam_forward * -input_dir.y).normalized() + + return direction diff --git a/scripts/physics_movement.gd.uid b/scripts/physics_movement.gd.uid new file mode 100644 index 0000000..6f7f8dc --- /dev/null +++ b/scripts/physics_movement.gd.uid @@ -0,0 +1 @@ +uid://cwg212lk7rfi2