added simulated drop to arrows

This commit is contained in:
derek
2025-06-27 14:02:22 -05:00
parent 24e531faca
commit adbec01a63
6 changed files with 32 additions and 5 deletions

View File

@@ -96,6 +96,7 @@ size = Vector3(1, 3.50049, 1.52917)
collision_layer = 20 collision_layer = 20
collision_mask = 5 collision_mask = 5
script = ExtResource("1_5wxv7") script = ExtResource("1_5wxv7")
arrows = 100
[node name="OmniLight3D" type="OmniLight3D" parent="."] [node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, -1.74846e-07, 0, 1.74846e-07, 1, 0, 0, 0, 1, -2.406e-07, 1.87607, 0.0537765) transform = Transform3D(1, -1.74846e-07, 0, 1.74846e-07, 1, 0, 0, 0, 1, -2.406e-07, 1.87607, 0.0537765)
@@ -120,6 +121,7 @@ script = ExtResource("5_hck1p")
[node name="Ranged Attack" type="Node" parent="State Machine"] [node name="Ranged Attack" type="Node" parent="State Machine"]
script = ExtResource("6_08u7w") script = ExtResource("6_08u7w")
fired_object = ExtResource("7_kgmex") fired_object = ExtResource("7_kgmex")
object_speed = 40.0
[node name="Body" type="MeshInstance3D" parent="."] [node name="Body" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0.0537765) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0.0537765)

View File

@@ -9,6 +9,7 @@ class_name Arrow
var follow_target var follow_target
var spawn_out = false var spawn_out = false
const SPEED_DRAIN_RATE : float = 10.0
func _ready() -> void: func _ready() -> void:
pickup_collision.monitorable = false pickup_collision.monitorable = false
@@ -23,14 +24,19 @@ func _physics_process(delta: float) -> void:
reparent(body_hit) reparent(body_hit)
var stick_point = hit_ray.get_collision_point() var stick_point = hit_ray.get_collision_point()
if land_depth.global_position.distance_to(stick_point) > .2: if land_depth.global_position.distance_to(stick_point) > .2:
global_position += global_transform.basis * Vector3(0,0,-speed) * delta arrow_move(delta)
else: else:
global_position += global_transform.basis * Vector3(0,0,-speed) * delta arrow_move(delta)
else: else:
pickup_collision.monitorable = true pickup_collision.monitorable = true
pickup_follow(delta) pickup_follow(delta)
func arrow_move(delta):
current_speed = clamp(current_speed - (delta * SPEED_DRAIN_RATE),0,1000)
var applied_gravity = -9.8 * ((start_speed - current_speed) / current_speed)
global_position += global_transform.basis * Vector3(0,applied_gravity,-current_speed) * delta
func pickup_follow(delta): func pickup_follow(delta):
if follow_target != null: if follow_target != null:
follow_target.arrows += 1 follow_target.arrows += 1

View File

@@ -13,7 +13,7 @@ var gold = 0
const MAX_HEALTH : float = 100 const MAX_HEALTH : float = 100
var health = MAX_HEALTH var health = MAX_HEALTH
var arrows = 10 @export var arrows = 10
const MAX_STAMINA : float = 100 const MAX_STAMINA : float = 100
var stamina = MAX_STAMINA var stamina = MAX_STAMINA

View File

@@ -9,6 +9,7 @@ var dodge_timer = DODGE_TIME
func Enter(): func Enter():
character.anim_player.play("dodge") character.anim_player.play("dodge")
character.visible = false
func Physics_Update(delta): func Physics_Update(delta):
if dodge_timer > 0: if dodge_timer > 0:
@@ -19,3 +20,6 @@ func Physics_Update(delta):
character.velocity.x = character.dodge_direction.x * DODGE_SPEED character.velocity.x = character.dodge_direction.x * DODGE_SPEED
character.velocity.z = character.dodge_direction.y * DODGE_SPEED character.velocity.z = character.dodge_direction.y * DODGE_SPEED
func Exit():
character.visible = true

View File

@@ -2,5 +2,7 @@ extends Node3D
class_name Projectile class_name Projectile
var damage = 1 var damage = 1
var speed var power
var start_speed
var current_speed
var despawn = false var despawn = false

View File

@@ -5,6 +5,10 @@ class_name PlayerRangedAttack
@export var object_speed : float = 20.0 @export var object_speed : float = 20.0
@export var arrow_damage : float = 1 @export var arrow_damage : float = 1
var charged_power = 0.0
const CHARGE_RATE = 25.0
func Enter(): func Enter():
character.velocity = Vector3.ZERO character.velocity = Vector3.ZERO
@@ -15,12 +19,21 @@ func Physics_Update(delta):
fire_projectile() fire_projectile()
Transitioned.emit(self,"on floor") Transitioned.emit(self,"on floor")
charge_shot(delta)
func charge_shot(delta):
charged_power = clamp(charged_power + delta * CHARGE_RATE,0,100)
func fire_projectile(): func fire_projectile():
var arrow_spawn = fired_object.instantiate() var arrow_spawn = fired_object.instantiate()
get_tree().current_scene.add_child(arrow_spawn) get_tree().current_scene.add_child(arrow_spawn)
character.arrows -= 1 character.arrows -= 1
arrow_spawn.speed = object_speed arrow_spawn.start_speed = object_speed
arrow_spawn.current_speed = object_speed
arrow_spawn.power = charged_power
arrow_spawn.transform.basis = character.body.global_transform.basis arrow_spawn.transform.basis = character.body.global_transform.basis
arrow_spawn.global_position = character.body.global_position arrow_spawn.global_position = character.body.global_position
print("ARROW POS :", arrow_spawn.global_position) print("ARROW POS :", arrow_spawn.global_position)
func Exit():
print("CHARGE POWER: ",charged_power)