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

@@ -29,8 +29,10 @@ gun_name = "blunderbus"
gun_icon = ExtResource("4_sf1mx") gun_icon = ExtResource("4_sf1mx")
path = "res://assets/blunderbus.tscn" path = "res://assets/blunderbus.tscn"
weapon_type = 0 weapon_type = 0
reload_type = 0
bullet = SubResource("Resource_gh6p6") bullet = SubResource("Resource_gh6p6")
fire_mode = 0 fire_mode = 0
hitscan_range = 100.0
fov_zoom_amt = 0.98 fov_zoom_amt = 0.98
ads = false ads = false
recoil_amount = Vector3(0.3, 0.05, 0.05) recoil_amount = Vector3(0.3, 0.05, 0.05)

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@@ -240,7 +240,7 @@ offset_right = 0.0
offset_bottom = 0.0 offset_bottom = 0.0
[node name="MoveableHolder" type="Node3D" parent="Head/Recoil/Camera3D"] [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"] [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) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.73907)

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@@ -14,6 +14,7 @@ weapon_type = 0
reload_type = 1 reload_type = 1
bullet = ExtResource("1_53e42") bullet = ExtResource("1_53e42")
fire_mode = 1 fire_mode = 1
hitscan_range = 100.0
fov_zoom_amt = 0.98 fov_zoom_amt = 0.98
ads = false ads = false
recoil_amount = Vector3(0.05, 0.05, 0.05) recoil_amount = Vector3(0.05, 0.05, 0.05)

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@@ -11,7 +11,7 @@ config_version=5
[application] [application]
config/name="First Person Test" 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/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"

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@@ -72,8 +72,9 @@ func _process(delta: float) -> void:
if player != null: if player != null:
# Crosshair # Crosshair
var velocity_adjust = clamp(player.velocity.length() * .1,1,3)
crosshair_target = lerp(crosshair_target,CROSSHAIR_SIZE,delta * 5) 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.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair.size/-2)
crosshair_center.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair_center.scale * crosshair_center.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) stamina_bar.scale = (crosshair.size/CROSSHAIR_SIZE) * Vector2(.185,.185)
@@ -218,5 +219,4 @@ func spawn_notifs():
can_spawn = true can_spawn = true
func player_hit(): func player_hit():
pass crosshair_size_change()
#self.position += wiggle_element(25)

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@@ -491,6 +491,7 @@ func _physics_process(delta):
joypad_look() joypad_look()
aim_down_sights(delta) aim_down_sights(delta)
flashlight_toggle() flashlight_toggle()
hud_wobble(delta)
hold_item(delta) hold_item(delta)
move_and_slide() move_and_slide()
crouch(delta) crouch(delta)
@@ -622,11 +623,19 @@ func grab_moveable(body):
held_item.gravity_scale = 0 held_item.gravity_scale = 0
held_item.set_collision_layer_value(1,false) 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): func hold_item(_delta):
# Move Held Items # Move Held Items
if held_item != null: if held_item != null:
interact_ray.look_at(held_item.global_position, Vector3.UP) 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.linear_velocity = held_dir * 50
held_item.rotation = Vector3(0,held_item_rotation,0) + Vector3(0,camera.global_rotation.y,0) held_item.rotation = Vector3(0,held_item_rotation,0) + Vector3(0,camera.global_rotation.y,0)
#break when moved too far away #break when moved too far away