W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source

This commit is contained in:
Paul Bailey
2026-11-06 17:08:42 +00:00
parent 9b88a10609
commit 793b214786
21 changed files with 527 additions and 14 deletions

View File

@@ -53,6 +53,7 @@ var _spawn := Vector3.ZERO
var _spawn_yaw := 0.0
var _pieces: Node3D
var hud: CanvasLayer
var pier: Node3D ## the Cove's pier (scripts/world/pier.gd), or null
var _session_time := 0.0 ## seconds played since the last save
var _autosave_left := AUTOSAVE_SECONDS
var _menu_cam: Camera3D
@@ -352,6 +353,15 @@ func _on_terrain_ready() -> void:
var to_lake := lake - Vector2(_spawn.x, _spawn.z)
_spawn_yaw = atan2(-to_lake.x, -to_lake.y)
player.water_level = terrain.water_level
# The pier (W3): off a beach, laid before the scenery so it keeps clear.
var pr := preload("res://scripts/world/pier.gd").new()
pr.name = "Pier"
add_child(pr)
if pr.place(terrain):
pier = pr
props.pier = pr
else:
pr.free()
props.place_on(terrain, player if not menu_mode else _menu_cam, _spawn)
# The wolf den: part of the scenery, so it's there from day 1 (empty).
den = preload("res://scripts/creatures/den.gd").new()