made scene assets

This commit is contained in:
Derek
2024-07-24 23:05:42 -05:00
parent 390fabbf70
commit 33468194de
27 changed files with 768 additions and 119 deletions

View File

@@ -1,4 +1,4 @@
extends RigidBody3D
extends Node3D
var bullet_speed
var bullet_drop
@@ -32,46 +32,46 @@ func _ready():
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))
#angular_velocity += Vector3(av_x,av_y,av_z)
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
rotation += Vector3(av_x,av_y,av_z)
timer.start()
visible = false
ray.target_position.z *= (bullet_speed/150)
func MoveAndCollide():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
print(player_velocity)
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
distance_from_player = abs(self.global_position - player_position)
if distance_from_player.x > 2 or distance_from_player.y > 2 or distance_from_player.z > 2:
visible = true
func _on_body_entered(body):
if !body.is_in_group("player"):
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
body.add_child(instance_bullethole)
instance_bullethole.global_transform.origin = body.get_collision_point()
instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal(), Vector3.UP)
##move rigidbodies
#if ray.get_collider().is_in_group("scene_rigidbody"):
#ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
body.breaking(current_velocity)
#bullethole effect
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if ray.get_collider().is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
if body.is_in_group("enemy"):
hit_indicator.play()
enemy_particles.emitting = true
body.hit(bullet_damage)
await get_tree().create_timer(1.0).timeout
queue_free()
if ray.get_collider().is_in_group("enemy"):
hit_indicator.play()
enemy_particles.emitting = true
ray.get_collider().hit(bullet_damage)
await get_tree().create_timer(1.0).timeout
queue_free()