blunderbuss working

This commit is contained in:
Derek
2024-11-23 16:27:50 -06:00
parent da6ac13cf7
commit 05b8c0d760
22 changed files with 1003 additions and 108 deletions

View File

@@ -22,3 +22,8 @@ func hit(bullet_damage):
number_spawn.damage_amt = bullet_damage * damage
number_spawn.position = global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)
func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("pellet"):
hit(body.bullet_damage)
SignalBus.emit_signal("enemy_hit")

138
scripts/blunderbus.gd Normal file
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@@ -0,0 +1,138 @@
extends Node3D
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var recoil_amount : Vector3 = Vector3(.2,0,0)
@export var spread : Vector3 = Vector3(1,1,1)
@export var kick_amount : float = 5
@export var max_ammo = 15
@export var start_mags = 3
@export var pellets_per_shot = 12
@export var bullet_damage = 1
@export var bullet_force_mod = 5
@export var blast_power = 50.0
@export var bullet_speed : float = 150
@export var bullet_drop = .3
@export var random_spread_amt = 1.0
@export var fire_pitch_scale_amt = .2
@export_group("Gun Assets")
@export_subgroup("Main Assets")
@export var bullet : Resource
@export_subgroup("Raycast Nodes")
@export var anim_player : Node
@export var barrel_raycast : Node
@export_subgroup("Audio Clips")
@export var audio_fire : Node
@export var audio_empty : Node
@export var audio_reload : Node
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var ammo_current
var rng = RandomNumberGenerator.new()
var gun_index
#var ammo_current
var ammo_reserve
# Called when the node enters the scene tree for the first time.
func _ready():
start_position = self.position
start_rotation = self.rotation
random_spread_start = random_spread_amt
ammo_current = level_control.ammo_current[gun_index]
ammo_reserve = level_control.ammo_reserve[gun_index]
if fire_mode == 0:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 1:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 2:
cycle_count = 3
cycle_count_start = 3
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func reload_finished():
if level_control.ammo_reserve[gun_index] >= max_ammo:
level_control.ammo_current[gun_index] += max_ammo
level_control.ammo_reserve[gun_index] -= max_ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if !anim_player.is_playing():
level_control.ammo_current[gun_index] -= 1
#RECOIL --- fix later to happen over a period of time
#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot")
pellet_spawn()
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func reload():
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:
#player.reloading = true
anim_player.play("reload")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if level_control.ammo_current[gun_index] == 0:
level_control.ammo_current[gun_index] = 0
else:
level_control.ammo_current[gun_index] = 1
#func spawn_mag():
#var instance_mag = mag.instantiate()
#instance_mag.position = mag_ejector.global_position
#instance_mag.transform.basis = mag_ejector.global_transform.basis
#get_tree().get_root().add_child(instance_mag)
func pellet_spawn():
var pellets_remaining = pellets_per_shot
while pellets_remaining > 0:
var lv_x = randf_range(-spread.x,spread.x)
var lv_y = randf_range(-spread.y,spread.y)
# instance bullet
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
instance_bullet.linear_velocity += instance_bullet.transform.basis * Vector3(lv_x, lv_y, -bullet_speed) + player.velocity
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.player_position = player.global_position
get_tree().get_root().add_child(instance_bullet)
pellets_remaining -= 1
func swapped_out():
queue_free()

View File

@@ -105,7 +105,7 @@ func shoot(delta):
anim_player.play("empty")
audio_empty.play()
func reload(delta):
func reload():
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:
#player.reloading = true
anim_player.play("reload")

View File

@@ -263,7 +263,7 @@ func _physics_process(delta):
# Reloading
if Input.is_action_just_pressed("reload"):
gun.reload(delta)
gun.reload()
if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
gun.anim_player.play("inspect")

View File

@@ -163,7 +163,7 @@ func fire(delta):
player.recoil.add_gun_recoil(recoil_amount.x)
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
func reload(delta):
func reload():
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")
audio_reload.play()

View File

@@ -108,7 +108,7 @@ func shoot(delta):
anim_player.play("empty")
audio_empty.play()
func reload(delta):
func reload():
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:
#player.reloading = true
anim_player.play("reload")

67
scripts/shotgun_pellet.gd Normal file
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@@ -0,0 +1,67 @@
extends RigidBody3D
@export var max_bounces : int = 10
@onready var collision_shape: CollisionShape3D = $CollisionShape3D
@onready var mesh: MeshInstance3D = $MeshInstance3D
@onready var material = mesh.get_surface_override_material(0)
var bullet_force_mod
var bullet_damage
var player_position
var bounces = 0
var start_time
var end_time
const EMISSION_MAX : float = 20
const EMISSION_LIFETIME : float = 2 #in seconds
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
visible = false
start_time = Time.get_ticks_msec()
end_time = start_time + (EMISSION_LIFETIME * 1000)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var current_time = (Time.get_ticks_msec())/end_time
material.emission_energy_multiplier = clamp(lerp(EMISSION_MAX,0.0,current_time),0,EMISSION_MAX)
var distance_from_player = abs(self.global_position - player_position)
if distance_from_player.length() > 1.5:
visible = true
func _on_body_entered(body: Node) -> void:
bounces += 1
if bounces >= max_bounces:
despawn()
if body != null and !body.is_in_group("player"):
if body.is_in_group("enemy_target"):
SignalBus.emit_signal("enemy_hit")
body.hit(bullet_damage)
if body.is_in_group("switch"):
body.hit()
#move rigidbodies
if body.is_in_group("scene_rigidbody"):
body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
body.breaking(current_velocity)
func despawn():
collision_shape.disabled = true
await get_tree().create_timer(1).timeout
self.queue_free()
func _on_timer_timeout() -> void:
despawn()

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@@ -213,3 +213,7 @@ func drop_loot(number_of_drops):
if number_of_drops <= 0:
can_die = true
func _on_area_3d_body_entered(body: Node3D) -> void:
pass # Replace with function body.