Cadena de dominó

Veinte piezas en una curva y un impulso en la primera. Todo lo demás es el solver.

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Clases de Godot usadas

RigidBody3DBoxShape3DCamera3D

El código

scripts/main.gd
extends Node

const COUNT: int = 20
const SIZE: Vector3 = Vector3(0.28, 1.6, 0.8)
const STEP: float = 0.85

var first: RigidBody3D


func _ready() -> void:
	_add_environment()
	_add_light()
	_add_ground()

	for i in COUNT:
		var angle: float = i * 0.16
		var at: Vector3 = Vector3(cos(angle), 0, sin(angle)) * (5.0 + i * 0.1)
		var piece: RigidBody3D = _add_piece(at + Vector3(0, SIZE.y * 0.5, 0), angle)

		if i == 0:
			first = piece

	var camera: Camera3D = Camera3D.new()
	camera.position = Vector3(4, 9, 12)
	add_child(camera)
	camera.look_at(Vector3(2, 0, 2), Vector3.UP)
	camera.current = true

	await get_tree().create_timer(1.5).timeout

	if is_instance_valid(first):
		first.apply_impulse(Vector3(0, 0, 2.5), Vector3(0, SIZE.y * 0.4, 0))


func _add_piece(at: Vector3, angle: float) -> RigidBody3D:
	var mesh: BoxMesh = BoxMesh.new()
	mesh.size = SIZE

	var material: StandardMaterial3D = StandardMaterial3D.new()
	material.albedo_color = Color.from_hsv(0.55 + angle * 0.05, 0.45, 0.95)
	material.roughness = 0.5

	var visual: MeshInstance3D = MeshInstance3D.new()
	visual.mesh = mesh
	visual.material_override = material

	var shape: BoxShape3D = BoxShape3D.new()
	shape.size = SIZE

	var collision: CollisionShape3D = CollisionShape3D.new()
	collision.shape = shape

	var piece: RigidBody3D = RigidBody3D.new()
	piece.position = at
	piece.rotation.y = -angle
	piece.add_child(visual)
	piece.add_child(collision)
	add_child(piece)

	return piece


func _add_ground() -> void:
	var size: Vector3 = Vector3(30, 1, 30)

	var mesh: BoxMesh = BoxMesh.new()
	mesh.size = size

	var material: StandardMaterial3D = StandardMaterial3D.new()
	material.albedo_color = Color('#2a2f3d')

	var visual: MeshInstance3D = MeshInstance3D.new()
	visual.mesh = mesh
	visual.material_override = material

	var shape: BoxShape3D = BoxShape3D.new()
	shape.size = size

	var collision: CollisionShape3D = CollisionShape3D.new()
	collision.shape = shape

	var ground: StaticBody3D = StaticBody3D.new()
	ground.position = Vector3(0, -0.5, 0)
	ground.add_child(visual)
	ground.add_child(collision)
	add_child(ground)


func _add_environment() -> void:
	var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
	sky_material.sky_top_color = Color(0.05, 0.06, 0.12)
	sky_material.sky_horizon_color = Color(0.14, 0.16, 0.24)
	sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
	sky_material.ground_horizon_color = Color(0.1, 0.11, 0.16)

	var sky: Sky = Sky.new()
	sky.sky_material = sky_material

	var env: Environment = Environment.new()
	env.background_mode = Environment.BG_SKY
	env.sky = sky
	env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
	env.ambient_light_energy = 0.8

	var world: WorldEnvironment = WorldEnvironment.new()
	world.environment = env
	add_child(world)


func _add_light() -> void:
	var light: DirectionalLight3D = DirectionalLight3D.new()
	light.rotation_degrees = Vector3(-55, -35, 0)
	light.light_energy = 1.2
	light.shadow_enabled = true
	add_child(light)

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