Started work and initial commit

This commit is contained in:
derek
2024-10-02 14:54:32 -05:00
parent 5d2cd1a13e
commit 3121e9d4d2
22 changed files with 763 additions and 599 deletions

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@@ -2,8 +2,8 @@ extends Label
const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
@export var padding_amount = .05 #multiplied by screen size
@onready var level_control = $"../../../.."
@onready var player = $"../../.."
@onready var level_control = get_tree().current_scene
@onready var player = get_tree().current_scene.player
@onready var gun_anim = $"../gun/GunAnims"
var gun_index

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@@ -1,7 +1,7 @@
extends Label
@onready var player = $"../../.."
@onready var level_control = $"../../../.."
@onready var level_control = get_tree().current_scene
@onready var player = get_tree().current_scene.player
const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
@export var padding_amount = .05 #multiplied by screen size

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@@ -1,10 +1,5 @@
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
@@ -39,6 +34,12 @@ var cycle_count
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var ammo_current
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
var rng = RandomNumberGenerator.new()
var gun_index
#var ammo_current
@@ -110,7 +111,7 @@ func shoot(delta):
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
player.weapon_recoil(delta)
player.recoil.add_recoil()
if fire_mode != 0:
cycle_count -= 1

View File

@@ -44,10 +44,10 @@ var start_sensitivity
var gun : Node
@onready var gun_ray = $Head/Camera3D/GunRay
@onready var gun_ray = $Head/Recoil/Camera3D/GunRay
@onready var level_control = get_tree().current_scene
@onready var interact_ray = $Head/Camera3D/InteractRay
@onready var bullet_ray = $Head/Camera3D/BulletRay
@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
var instance_bullet
var instance_casing
var instance_mag
@@ -77,19 +77,19 @@ var pickup_announce = load("res://assets/pickup_announce.tscn")
var dead_announce = load("res://assets/dead_announce.tscn")
var pickupmsg
@onready var crosshair = $Head/Camera3D/Crosshair
@onready var crosshair = $Head/Recoil/Camera3D/Crosshair
@onready var head = $Head
@onready var camera = $Head/Camera3D
@onready var camera = $Head/Recoil/Camera3D
@onready var world_environment = $"../WorldEnvironment"
@onready var pickup_sound = $Audio/PickupSound
@onready var ear_wind = $Audio/EarWind
@onready var land_sound: AudioStreamPlayer = $Audio/LandSound
@onready var hurt_audio = $Audio/Hurt
@onready var health_indicator = $HealthIndicator
@onready var ammo_counter = $Head/Camera3D/AmmoCounter
@onready var stamina_counter = $Head/Camera3D/StaminaCounter
@onready var weapon_spawner = $Head/Camera3D/WeaponHolder/WeaponSpawner
@onready var ammo_counter = $Head/Recoil/Camera3D/AmmoCounter
@onready var stamina_counter = $Head/Recoil/Camera3D/StaminaCounter
@onready var recoil: Node3D = $Head/Recoil
@onready var weapon_spawner = $Head/Recoil/Camera3D/WeaponHolder/WeaponSpawner
@onready var pick_up_detection = $pick_up_detection
@onready var item_holder: Node3D = $Head/ItemHolder
@@ -333,7 +333,5 @@ func weapon_bob(vel : float, delta):
weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
func weapon_recoil(delta):
func weapon_recoil():
pass
#var recoil_to = camera.rotation.x + gun.recoil_amount
#camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))

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@@ -18,7 +18,7 @@ func spawn_rat(end_hole,control_node):
var spawn_rat = rat.instantiate()
spawn_rat.position = ray.global_position
spawn_rat.transform.basis = ray.global_transform.basis
spawn_rat.look_at(end_hole.position,Vector3.UP)
spawn_rat.look_at_from_position(end_hole.position,Vector3.UP)
spawn_rat.end_hole = end_hole
get_tree().get_root().add_child(spawn_rat)

22
scripts/recoil.gd Normal file
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@@ -0,0 +1,22 @@
extends Node3D
var recoil_amount : Vector3 = Vector3(.1,0,0)
var snap_amount : float = 8
var speed : float = 4
var current_rotation : Vector3
var target_rotation : Vector3
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
target_rotation = lerp(target_rotation, Vector3.ZERO, speed * delta)
current_rotation = lerp(current_rotation, target_rotation, snap_amount * delta)
basis = Quaternion.from_euler(current_rotation)
func add_recoil() -> void:
print("ADD RECOIL")
target_rotation += Vector3(.1,0,0)

View File

@@ -35,8 +35,8 @@ var cycle_count
@export var audio_empty : Node
@export var audio_reload : Node
@onready var player = $"../../../../"
@onready var level_control = $"../../../../../"
@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
@@ -100,8 +100,7 @@ func shoot(delta):
instance_bullet.blast_power = blast_power
instance_bullet.player_position = player.global_position
get_tree().get_root().add_child(instance_bullet)
player.weapon_recoil(delta)
player.recoil.add_recoil()
if fire_mode != 0:
cycle_count -= 1