init game files

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2026-01-24 16:29:11 -05:00
commit ea2028cf13
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class_name TableCamera
extends Camera3D
## TableCamera - Isometric camera for the game table
# Camera settings
@export var camera_distance: float = 18.0
@export var camera_angle: float = 55.0 # Degrees from horizontal (higher = more top-down)
@export var camera_height_offset: float = 0.0 # Offset to look slightly above center
# Smooth movement
@export var smooth_speed: float = 5.0
var target_position: Vector3 = Vector3.ZERO
func _ready() -> void:
_setup_isometric_view()
func _setup_isometric_view() -> void:
# Set perspective projection
projection = PROJECTION_PERSPECTIVE
fov = 50.0
# Calculate position - camera is positioned behind Player 1's side
var angle_rad = deg_to_rad(camera_angle)
# Height based on angle
var height = camera_distance * sin(angle_rad)
# Distance along Z axis (positive Z is toward Player 1)
var z_offset = camera_distance * cos(angle_rad)
# Position camera behind Player 1 (positive Z), looking toward center/opponent
position = Vector3(0, height, z_offset)
# Look at center of table
look_at(Vector3(0, camera_height_offset, 0), Vector3.UP)
target_position = position
func _process(delta: float) -> void:
# Smooth camera movement if needed
if position.distance_to(target_position) > 0.01:
position = position.lerp(target_position, smooth_speed * delta)
look_at(Vector3(0, camera_height_offset, 0), Vector3.UP)
## Set camera to look at a specific point
func focus_on(point: Vector3) -> void:
var angle_rad = deg_to_rad(camera_angle)
target_position = point + Vector3(0, camera_distance * sin(angle_rad),
camera_distance * cos(angle_rad))
## Reset to default position
func reset_position() -> void:
_setup_isometric_view()