spider turret working

This commit is contained in:
derek
2024-07-18 11:54:59 -05:00
parent dea6c0bfd9
commit 330e4a599d
27 changed files with 2325 additions and 264 deletions

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@@ -1,23 +0,0 @@
extends AnimatableBody3D
const SPEED = 30.0
@onready var mesh = $MeshInstance3D
@onready var ray = $RayCast3D
@onready var particles = $GPUParticles3D
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -SPEED) * delta
func _on_timer_timeout():
queue_free()

43
scripts/bullet_enemy.gd Normal file
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@@ -0,0 +1,43 @@
extends Node3D
var bullet_speed
var bullet_drop
var random_spread_amt
var bullet_damage
var instance_bullethole
var bullet_force_mod = 1.0
var distance_from_player
var player
@onready var mesh = $gunbullet1
@onready var ray = $RayCast3D
@onready var particles = $GPUParticles3D
@onready var enemy_particles = $GPUParticlesEnemy
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
@onready var hit_indicator = $Audio/HitIndicator
var rng = RandomNumberGenerator.new()
var av_x
var av_y
var av_z
# Called when the node enters the scene tree for the first time.
func _ready():
#apply random rotation
av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
rotation += Vector3(av_x,av_y,av_z)
timer.start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))

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@@ -1,19 +0,0 @@
extends Node3D
var bullet_speed
var bullet_drop
var random_spread_amt
var bullet_damage
@onready var mesh = $gunbullet1
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
await get_tree().create_timer(.01).timeout
queue_free()

View File

@@ -183,12 +183,14 @@ func _physics_process(delta):
#Weapon Swap Up
if Input.is_action_just_pressed("scroll_up") and !gun.anim_player.is_playing():
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index + 1)
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index + 1)
#Weapon Swap Down
if Input.is_action_just_pressed("scroll_down") and !gun.anim_player.is_playing():
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index - 1)
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index - 1)
#interact button

View File

@@ -4,27 +4,50 @@ var player = null
@export var health = 3
@export var number_of_drops = 3
const SPEED = 3.0
const SPEED = 0.0
const MAX_LV = 10
const MAX_AV = 10
@export var player_path : NodePath
@export var bullet : Resource
@export var bullet_speed = 150
@export var bullet_drop = .1
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 3
@onready var nav_agent = $NavigationAgent3D
@onready var target = $body/target
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@onready var barrel_2 = $TurretLook/Turret/Barrel2
@onready var prefire_timer = $Timers/prefire_timer
@onready var postfire_timer = $Timers/postfire_timer
@onready var retarget_timer = $Timers/retarget_timer
@onready var turret_look_next = $TurretLookNext
@onready var spider_look_next = $SpiderLookNext
@onready var turret = $TurretLook/Turret
@onready var turret_material = turret.mesh.surface_get_material(2)
var stamina = load("res://assets/stamina_pickup.tscn")
var ammo = load("res://assets/ammo_pickup.tscn")
var money = load("res://assets/money_1.tscn")
var die_particles = load("res://assets/die_particles.tscn")
@onready var turret_look = $TurretLook
var particlespawn
var rng = RandomNumberGenerator.new()
var rand_select
var rand_item
var body_look_to
func _ready():
player = get_node(player_path)
postfire_timer.start()
turret_material.emission_enabled = false
retarget_timer.start()
func _process(delta):
velocity = Vector3.ZERO
@@ -34,8 +57,10 @@ func _process(delta):
var next_nav_point = nav_agent.get_next_path_position()
velocity = (next_nav_point - global_transform.origin).normalized() * SPEED
turret_look_next.look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
move_and_slide()
@@ -77,3 +102,38 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
number_of_drops -= 1
queue_free()
func _on_prefire_timer_timeout():
#barrel 1 fire
var instance_bullet = bullet.instantiate()
instance_bullet.position = barrel_1.global_position
instance_bullet.transform.basis = barrel_1.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
get_tree().get_root().add_child(instance_bullet)
#barrel 2 fire
var instance_bullet2 = bullet.instantiate()
instance_bullet2.position = barrel_2.global_position
instance_bullet2.transform.basis = barrel_2.global_transform.basis
instance_bullet2.bullet_speed = bullet_speed
instance_bullet2.bullet_drop = bullet_drop
instance_bullet2.random_spread_amt = random_spread_amt
instance_bullet2.bullet_damage = bullet_damage
get_tree().get_root().add_child(instance_bullet2)
turret_material.emission_enabled = false
prefire_timer.stop()
postfire_timer.start()
func _on_postfire_timer_timeout():
#if turret_look.is_colliding() and turret_look.get_collider().is_in_group("player"):
prefire_timer.start()
turret_material.emission_enabled = true
func _on_retarget_timer_timeout():
pass #turret_look_next.look_at(player.global_position,Vector3.UP)