did some tinkering with the hud

This commit is contained in:
Derek
2025-03-04 21:09:27 -06:00
parent 5d989470a6
commit 0da561f425
6 changed files with 18 additions and 6 deletions

View File

@@ -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()

View File

@@ -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