From 0da561f42532919250bb9bbb46089aa42fb9dbd7 Mon Sep 17 00:00:00 2001 From: Derek Date: Tue, 4 Mar 2025 21:09:27 -0600 Subject: [PATCH] did some tinkering with the hud --- assets/blunderbus.tscn | 2 ++ assets/player.tscn | 2 +- assets/weaponresources/revolver1.tres | 1 + project.godot | 2 +- scripts/hud.gd | 6 +++--- scripts/player.gd | 11 ++++++++++- 6 files changed, 18 insertions(+), 6 deletions(-) diff --git a/assets/blunderbus.tscn b/assets/blunderbus.tscn index e6dda66..1827a32 100644 --- a/assets/blunderbus.tscn +++ b/assets/blunderbus.tscn @@ -29,8 +29,10 @@ gun_name = "blunderbus" gun_icon = ExtResource("4_sf1mx") path = "res://assets/blunderbus.tscn" weapon_type = 0 +reload_type = 0 bullet = SubResource("Resource_gh6p6") fire_mode = 0 +hitscan_range = 100.0 fov_zoom_amt = 0.98 ads = false recoil_amount = Vector3(0.3, 0.05, 0.05) diff --git a/assets/player.tscn b/assets/player.tscn index 86a91c1..2217bf0 100644 --- a/assets/player.tscn +++ b/assets/player.tscn @@ -240,7 +240,7 @@ offset_right = 0.0 offset_bottom = 0.0 [node name="MoveableHolder" type="Node3D" parent="Head/Recoil/Camera3D"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.000759602, -1.79822) +transform = Transform3D(1, -6.92921e-11, -5.23869e-10, 3.24007e-12, 1, 0, 5.23869e-10, 1.04774e-09, 1, -0.00028377, -0.710997, -1.11201) [node name="MoveableRotation" type="Node3D" parent="Head/Recoil/Camera3D/MoveableHolder"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.73907) diff --git a/assets/weaponresources/revolver1.tres b/assets/weaponresources/revolver1.tres index e4f3069..3b99e13 100644 --- a/assets/weaponresources/revolver1.tres +++ b/assets/weaponresources/revolver1.tres @@ -14,6 +14,7 @@ weapon_type = 0 reload_type = 1 bullet = ExtResource("1_53e42") fire_mode = 1 +hitscan_range = 100.0 fov_zoom_amt = 0.98 ads = false recoil_amount = Vector3(0.05, 0.05, 0.05) diff --git a/project.godot b/project.godot index 4e00b53..8c63582 100644 --- a/project.godot +++ b/project.godot @@ -11,7 +11,7 @@ config_version=5 [application] config/name="First Person Test" -run/main_scene="res://assets/blockout_2.tscn" +run/main_scene="res://scenes/asset_checker.tscn" config/features=PackedStringArray("4.3", "Forward Plus") config/icon="res://icon.svg" diff --git a/scripts/hud.gd b/scripts/hud.gd index 9b9f0b4..f6108a6 100644 --- a/scripts/hud.gd +++ b/scripts/hud.gd @@ -72,8 +72,9 @@ func _process(delta: float) -> void: if player != null: # Crosshair + var velocity_adjust = clamp(player.velocity.length() * .1,1,3) crosshair_target = lerp(crosshair_target,CROSSHAIR_SIZE,delta * 5) - crosshair.size = lerp(crosshair.size, crosshair_target,delta * 20) + crosshair.size = lerp(crosshair.size, crosshair_target * velocity_adjust,delta * 20) crosshair.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair.size/-2) crosshair_center.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair_center.scale * crosshair_center.size/-2) stamina_bar.scale = (crosshair.size/CROSSHAIR_SIZE) * Vector2(.185,.185) @@ -218,5 +219,4 @@ func spawn_notifs(): can_spawn = true func player_hit(): - pass - #self.position += wiggle_element(25) + crosshair_size_change() diff --git a/scripts/player.gd b/scripts/player.gd index d1fb683..c7a4842 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -491,6 +491,7 @@ func _physics_process(delta): joypad_look() aim_down_sights(delta) flashlight_toggle() + hud_wobble(delta) hold_item(delta) move_and_slide() crouch(delta) @@ -622,11 +623,19 @@ func grab_moveable(body): held_item.gravity_scale = 0 held_item.set_collision_layer_value(1,false) +func hud_wobble(delta): + const HUD_WOBBLE_MAX : float = 10 + const MOUSE_AMT = 0 + const VELOCITY_AMT = 10 + var dir = Vector2(-velocity.x * VELOCITY_AMT - mouse_input.x * MOUSE_AMT,velocity.y * VELOCITY_AMT - mouse_input.y * MOUSE_AMT) + var dir_clamped = clamp(dir,Vector2(-HUD_WOBBLE_MAX,-HUD_WOBBLE_MAX),Vector2(HUD_WOBBLE_MAX,HUD_WOBBLE_MAX)) + hud.position = lerp(hud.position, dir_clamped, delta * 5) + func hold_item(_delta): # Move Held Items if held_item != null: interact_ray.look_at(held_item.global_position, Vector3.UP) - var held_dir = (moveable_holder.global_position - held_item.global_position) #+ hold_offset + var held_dir = (moveable_holder.global_position - held_item.global_position) held_item.linear_velocity = held_dir * 50 held_item.rotation = Vector3(0,held_item_rotation,0) + Vector3(0,camera.global_rotation.y,0) #break when moved too far away