Made crates able to be stood on, fixed player character collision issues but now the character seems small..?
noticed bugs: killing an enemy as you die crashes the game, ear wind needs to be inaudible when standing still, recoil camera still sucks
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@@ -355,7 +355,7 @@ transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 5.16314, 0.0475518, -4.92484)
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jump_amount = 30
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[node name="Player" parent="." instance=ExtResource("9_3usor")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.239871, 0.713594, 15.0454)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.239871, 1.58906, 15.0454)
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[node name="vendingmachine" parent="." instance=ExtResource("10_8qgs0")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.42198, 0.0803966, 8.69362)
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@@ -49,7 +49,7 @@ shadow_mesh = SubResource("ArrayMesh_1l8qq")
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size = Vector3(2.20142, 2.09351, 2.20142)
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[node name="Crate1" type="RigidBody3D" groups=["scene_rigidbody"]]
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collision_layer = 32
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collision_layer = 33
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collision_mask = 125
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[node name="Crate1" type="MeshInstance3D" parent="."]
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@@ -41,9 +41,8 @@ radius = 7.0
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[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_holder") groups=["player"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11359, 0)
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collision_layer = 14
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collision_layer = 11
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collision_mask = 11
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safe_margin = 0.5
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script = ExtResource("1_x7wms")
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dead_player = ExtResource("2_4hoys")
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SENSITIVITY = 0.008
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@@ -64,7 +63,7 @@ mesh = SubResource("CapsuleMesh_n7uf3")
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shape = SubResource("CapsuleShape3D_ko22d")
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[node name="Head" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.894364, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.889, 0)
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[node name="ItemHolder" type="Node3D" parent="Head"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.25, -0.85, -1.501)
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@@ -183,6 +182,7 @@ volume_db = -5.0
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[node name="EarWind" type="AudioStreamPlayer" parent="Audio"]
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stream = ExtResource("11_he7p5")
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autoplay = true
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[node name="Hurt" type="AudioStreamPlayer" parent="Audio"]
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stream = ExtResource("12_f51u4")
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@@ -130,14 +130,13 @@ func _physics_process(delta):
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if !dead:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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if velocity.y >= .1:
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moving_fast = true
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else:
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ear_wind.stop()
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if is_on_floor():
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double_jump = true
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air_dash = MAX_AIR_DASH
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else:
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velocity.y -= gravity * delta
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if abs(velocity.y) >= .1:
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moving_fast = true
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
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@@ -194,12 +193,10 @@ func _physics_process(delta):
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health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
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# Moving Fast Sound
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#initiate fast movement
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if velocity.y >= (JUMP_VELOCITY * 1.1) and !is_climbing:
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ear_wind.play()
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#initiate fast movement -- may be done with this block
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#change sounds with speed
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if moving_fast:
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var wind_volume = clamp( velocity.length() - 20 ,-20,0)
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var wind_volume = clamp( velocity.length() - 20 ,-20,10)
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ear_wind.volume_db = wind_volume
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#reset at apex
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@@ -213,7 +210,6 @@ func _physics_process(delta):
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var land_volume = clamp( moving_fast_top_speed - 20 ,-10,0)
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land_sound.volume_db = land_volume
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land_sound.play()
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ear_wind.stop()
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moving_fast_top_speed = 0.0
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moving_fast = false
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