The example project was uploaded to GitHub: https://github.com/theArcticOcean/SimpleTools/tree/master/godotGame/NumberGameIn3D

Texture

Add texture for a mesh. 
Create spatial material and set albedo texture for the object.

Grid Map

Create a grid map.
Create mesh object firstly, and Scene – Convert to – MeshLibrary

Then we can use left button press move event to create cube continuously.

Movement

Control movements and make the camera follow the translated tank.
player.gd :

extends KinematicBody


var gravity= -ProjectSettings.get_setting( "physics/3d/default_gravity" )*2
const SPEED = 7
const ACCELERATION = 3
const DE_ACCELERATION = 5
var velocity = Vector3(0, 0, 0)
var cam


# Called when the node enters the scene tree for the first time.
func _ready():
    cam = $target/Camera


func _physics_process(delta):
    var cameraTrans:Transform = $target/Camera.get_global_transform()
    var vec = Vector3(0, 0, 0)
    vec.x = Input.get_action_strength( "move_right" ) - Input.get_action_strength( "move_left" )
    vec.z = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")


    var YZMatrix = cameraTrans.basis.rotated( cameraTrans.basis.x, cameraTrans.basis.get_euler().x )
    vec = YZMatrix.xform( vec )
    if vec.length() > 0:
        vec /= vec.length()
    
    velocity.y += delta*gravity
    """var tmp = vec * SPEED
    velocity.x = tmp.x
    velocity.z = tmp.z"""
    
    # avoid change too fast, create smooth effect.
    var horizontalVec = velocity
    horizontalVec.y = 0
    print( horizontalVec )
    var acceleration
    if vec.dot( horizontalVec ) > 0:
        acceleration = ACCELERATION
    else:
        acceleration = DE_ACCELERATION


    var targetVec = vec * SPEED
    horizontalVec = horizontalVec.linear_interpolate( targetVec, acceleration * delta )
    velocity.x = horizontalVec.x
    velocity.z = horizontalVec.z
    
    velocity = move_and_slide( velocity, Vector3.UP )


    if Input.is_action_pressed("jump"):
        velocity.y -= delta * gravity * 3
    if Input.is_action_pressed("turn_head"):
        rotate_y( PI/180 )
        cam.rotate_y( PI/180 )

Camera.gd:

extends Camera


export var min_distance = 5
export var max_distance = 10
export var angle_v_adjust = 0.0
var max_height = 2.0
var min_height = 0
var last_player_pos
var player


# Called when the node enters the scene tree for the first time.
func _ready():
    player = get_parent().get_parent()
    set_as_toplevel( true )
    last_player_pos = player.global_transform.origin


func _physics_process(delta):
    var target_pos: Vector3 = player.global_transform.origin
    var camera_pos: Vector3 = global_transform.origin
    var vec = target_pos - last_player_pos
    global_transform.origin += vec
    last_player_pos = target_pos
    #look_at_from_position( camera_pos, target_pos, Vector3.UP ) #Vector3.UP )
moving tank

Rotate

Rotate the tank and camera when moving.

func _physics_process(delta):
    if Input.is_action_pressed("turn_head"):
        if Input.is_action_pressed( "move_left" ):
            rotate_y( PI/180 )
            cam.rotate_y( PI/180 )
        elif Input.is_action_pressed( "move_right" ):
            rotate_y( -PI/180 )
            cam.rotate_y( -PI/180 )

        return

Speed up the moving.

    var targetVec = vec * SPEED
    if Input.is_action_pressed("speed_up"):
        targetVec = targetVec * 3
rotate camera
Categories: Godot

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[…] article is relevant to my last post, Godot: Texture, Grid Map, Move And Rotate. I want to create a 3D game by Godot, here are some notes about it. All files in the project are […]

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