From 030a7605bc2f029b10666b74ed6814e1ac6518a9 Mon Sep 17 00:00:00 2001 From: derek Date: Tue, 24 Sep 2024 16:57:14 -0500 Subject: [PATCH] Fixed item drops (barely) and added labels to begin work on fixing collision layers --- .gitignore | 1 + project.godot | 13 +++++++++++++ scripts/LevelManager.gd | 2 +- scripts/dead_announce.gd | 2 -- scripts/enemy_taunt.gd | 2 ++ scripts/item_pickup.gd | 6 ++++-- scripts/revolver_1.gd | 1 - 7 files changed, 21 insertions(+), 6 deletions(-) diff --git a/.gitignore b/.gitignore index e268468..4027acb 100644 --- a/.gitignore +++ b/.gitignore @@ -2,3 +2,4 @@ .godot/ godot-git-plugin-v3.1.1/addons/godot-git-plugin/win64/~libgit_plugin.windows.editor.x86_64.dll GameplayRecordings/desktop.ini +*.dll diff --git a/project.godot b/project.godot index 770faaf..46c61c7 100644 --- a/project.godot +++ b/project.godot @@ -25,6 +25,11 @@ movie_writer/movie_file="C:/Users/derek/My Drive/First Person Test/GameplayRecor version_control/plugin_name="GitPlugin" version_control/autoload_on_startup=true +[global_group] + +pickup="" +enemy="" + [input] move_left={ @@ -108,6 +113,14 @@ interact={ ] } +[layer_names] + +3d_physics/layer_1="World" +3d_physics/layer_2="Control" +3d_physics/layer_3="Player" +3d_physics/layer_4="Enemy" +3d_physics/layer_5="Pickups" + [physics] 3d/physics_engine="JoltPhysics3D" diff --git a/scripts/LevelManager.gd b/scripts/LevelManager.gd index 3a34dc3..0c2959d 100644 --- a/scripts/LevelManager.gd +++ b/scripts/LevelManager.gd @@ -147,6 +147,6 @@ func die(): func pickup_spawn(): var item_type = pickups.pick_random() var item_spawn = item_type[0][0].instantiate() - var item_name = item_type[1][0] + #var item_name = item_type[1][0] item_spawn.rand_amt = randi_range(25,100) return item_spawn diff --git a/scripts/dead_announce.gd b/scripts/dead_announce.gd index 25a4cb7..f5250e5 100644 --- a/scripts/dead_announce.gd +++ b/scripts/dead_announce.gd @@ -18,6 +18,4 @@ func _ready(): # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): - var lv_x = rng.randf_range(-10,10.0) - var lv_y = rng.randf_range(-10.0,10.0) position = Vector2(viewportWidth/2 - (size.x/2), viewportHeight/2 - (size.y/2)) diff --git a/scripts/enemy_taunt.gd b/scripts/enemy_taunt.gd index 2c3cd7f..4b90b1e 100644 --- a/scripts/enemy_taunt.gd +++ b/scripts/enemy_taunt.gd @@ -10,6 +10,7 @@ var taunts = ["hows your gut now you big cup of dumdum juice?", "schwing!", "hee hee", "stop trying", +"you got hit with my bullet", "yowza!"] # Called when the node enters the scene tree for the first time. @@ -21,3 +22,4 @@ func _ready(): # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass + diff --git a/scripts/item_pickup.gd b/scripts/item_pickup.gd index a98410b..af236b9 100644 --- a/scripts/item_pickup.gd +++ b/scripts/item_pickup.gd @@ -36,12 +36,14 @@ func picked_up(): match pickupType: # Ammo 0: - var ammo_add_amount = rand_amt + var ammo_add_amount : int = (rand_amt * .01) * player.gun.max_ammo #this is ugly and I don't like it but it works to force the random amount into being treated as float level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount print("ammo + " +str(ammo_add_amount)) # Stamina 1: - player.remaining_stamina += (rand_amt/100) * player.MAX_STAMINA + var stamina_add_amount = (rand_amt * .01) * player.MAX_STAMINA + player.remaining_stamina += stamina_add_amount + print("stamina + " +str(stamina_add_amount)) # Health 2: level_control.health += 1 diff --git a/scripts/revolver_1.gd b/scripts/revolver_1.gd index 33a683a..f819b49 100644 --- a/scripts/revolver_1.gd +++ b/scripts/revolver_1.gd @@ -158,7 +158,6 @@ func fire(delta): player.weapon_recoil(delta) chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60)) - func reload(delta): if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0: anim_player.play("reload")