Fixed item drops (barely) and added labels to begin work on fixing collision layers
This commit is contained in:
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.gitignore
vendored
1
.gitignore
vendored
@@ -2,3 +2,4 @@
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.godot/
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.godot/
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godot-git-plugin-v3.1.1/addons/godot-git-plugin/win64/~libgit_plugin.windows.editor.x86_64.dll
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godot-git-plugin-v3.1.1/addons/godot-git-plugin/win64/~libgit_plugin.windows.editor.x86_64.dll
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GameplayRecordings/desktop.ini
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GameplayRecordings/desktop.ini
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*.dll
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@@ -25,6 +25,11 @@ movie_writer/movie_file="C:/Users/derek/My Drive/First Person Test/GameplayRecor
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version_control/plugin_name="GitPlugin"
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version_control/plugin_name="GitPlugin"
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version_control/autoload_on_startup=true
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version_control/autoload_on_startup=true
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[global_group]
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pickup=""
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enemy=""
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[input]
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[input]
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move_left={
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move_left={
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@@ -108,6 +113,14 @@ interact={
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]
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]
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}
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}
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[layer_names]
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3d_physics/layer_1="World"
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3d_physics/layer_2="Control"
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3d_physics/layer_3="Player"
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3d_physics/layer_4="Enemy"
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3d_physics/layer_5="Pickups"
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[physics]
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[physics]
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3d/physics_engine="JoltPhysics3D"
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3d/physics_engine="JoltPhysics3D"
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@@ -147,6 +147,6 @@ func die():
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func pickup_spawn():
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func pickup_spawn():
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var item_type = pickups.pick_random()
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var item_type = pickups.pick_random()
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var item_spawn = item_type[0][0].instantiate()
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var item_spawn = item_type[0][0].instantiate()
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var item_name = item_type[1][0]
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#var item_name = item_type[1][0]
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item_spawn.rand_amt = randi_range(25,100)
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item_spawn.rand_amt = randi_range(25,100)
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return item_spawn
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return item_spawn
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@@ -18,6 +18,4 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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var lv_x = rng.randf_range(-10,10.0)
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var lv_y = rng.randf_range(-10.0,10.0)
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position = Vector2(viewportWidth/2 - (size.x/2), viewportHeight/2 - (size.y/2))
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position = Vector2(viewportWidth/2 - (size.x/2), viewportHeight/2 - (size.y/2))
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@@ -10,6 +10,7 @@ var taunts = ["hows your gut now you big cup of dumdum juice?",
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"schwing!",
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"schwing!",
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"hee hee",
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"hee hee",
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"stop trying",
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"stop trying",
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"you got hit with my bullet",
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"yowza!"]
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"yowza!"]
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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@@ -21,3 +22,4 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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pass
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pass
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@@ -36,12 +36,14 @@ func picked_up():
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match pickupType:
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match pickupType:
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# Ammo
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# Ammo
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0:
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0:
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var ammo_add_amount = rand_amt
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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
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level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
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level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
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print("ammo + " +str(ammo_add_amount))
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print("ammo + " +str(ammo_add_amount))
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# Stamina
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# Stamina
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1:
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1:
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player.remaining_stamina += (rand_amt/100) * player.MAX_STAMINA
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var stamina_add_amount = (rand_amt * .01) * player.MAX_STAMINA
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player.remaining_stamina += stamina_add_amount
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print("stamina + " +str(stamina_add_amount))
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# Health
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# Health
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2:
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2:
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level_control.health += 1
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level_control.health += 1
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@@ -158,7 +158,6 @@ func fire(delta):
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player.weapon_recoil(delta)
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player.weapon_recoil(delta)
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
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func reload(delta):
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func reload(delta):
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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:
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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:
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anim_player.play("reload")
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anim_player.play("reload")
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