added weapon wheel and model texture creator

This commit is contained in:
derek
2024-12-11 16:11:29 -06:00
parent 0ec82d84aa
commit 5ceaa00785
45 changed files with 1337 additions and 25 deletions

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@@ -1,6 +1,6 @@
extends Area3D
@export var damage :=1
@export var damage : float = 1
var damage_number = preload("res://assets/damage_number.tscn")

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@@ -8,6 +8,7 @@ var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var ads : bool = false

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@@ -3,6 +3,7 @@ extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var hitscan_enabled : bool = false
@export var fov_zoom_amt = .98

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@@ -141,6 +141,7 @@ var controlled_elsewhere = false
@onready var crouch_audio: AudioStreamPlayer3D = $Audio/Crouch
@onready var hud: Control = $Head/Recoil/Camera3D/HUD
@onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound
@onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect
func _ready():
@@ -383,7 +384,24 @@ func _physics_process(delta):
for i in range(10):
if Input.is_action_just_pressed("numb_" + str(i)):
weapon_select((i - 1))
if gun != null:
if !gun.anim_player.is_playing():
if i-1 != level_control.current_gun_index and i <= level_control.held_guns.size():
weapon_select((i - 1))
if Input.is_action_just_pressed("weapon_select"):
weapon_select_menu.show()
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
controlled_elsewhere = true
gamespeed_controlled = true
Engine.time_scale = .01
elif Input.is_action_just_released("weapon_select"):
var selection = weapon_select_menu.close()
if selection != null:
weapon_select(selection)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
controlled_elsewhere = false
gamespeed_controlled = false
#interact button
if Input.is_action_just_pressed("interact"):
@@ -539,13 +557,8 @@ func weapon_bob(vel : float, delta):
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
func weapon_select(gun_id):
if gun != null:
if !gun.anim_player.is_playing():
if level_control.held_guns.size() >= (gun_id + 1) and level_control.current_gun_index != gun_id:
gun.anim_player.play("swap_out")
level_control.gun_spawn(gun_id)
else:
level_control.gun_spawn(gun_id)
gun.anim_player.play("swap_out")
level_control.gun_spawn(gun_id)
func enemy_hit():
var hitmarker_spawn = hitmarker.instantiate()

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@@ -8,6 +8,7 @@ var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var ads : bool = false

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@@ -9,6 +9,7 @@ var ads = false
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var recoil_amount : Vector3 = Vector3(.2,0,0)

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@@ -8,3 +8,4 @@ signal king_killed()
signal enemy_count_changed()
signal game_loaded()
signal player_hit()
signal weapon_list_changed()

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@@ -0,0 +1,22 @@
@tool
extends Node3D
@onready var sub_viewport: SubViewport = $CAPTURE/SubViewport
@onready var snapshot_model: Node3D = $CAPTURE/SubViewport/snapshotModel
@export var take_snapshot : bool = false
# 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:
if take_snapshot:
var snapshot_name = snapshot_model.get_child(0).get_name()
await get_tree().create_timer(.5).timeout
var img = sub_viewport.get_viewport().get_texture().get_image()
var image_path = "assets/Textures/ObjectTextures/%s.png" % snapshot_name
img.save_png(image_path)
take_snapshot = false

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@@ -3,6 +3,7 @@ extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var hitscan_enabled : bool = false
@export var ads : bool = false

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@@ -32,6 +32,7 @@ func picked_up():
if level_control.player.gun != null:
level_control.player.gun.anim_player.play("swap_out")
level_control.gun_spawn(weapon_id)
SignalBus.emit_signal("weapon_list_changed")
queue_free()
func save():

103
scripts/weapon_select.gd Normal file
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@@ -0,0 +1,103 @@
#@tool
extends Control
@export var outer_radius : int = 256
@export var inner_radius : int = 256
@export var line_width : int = 4
var options = []
@onready var level_control = get_tree().current_scene
const bkg_color : Color = Color(1, 1, 1, .5)
const line_color : Color = Color(1,1,1)
const select_color = Color(1, 1, 1, .5)
const IMAGE_SIZE = Vector2(512,512)
var selection
func close():
hide()
return selection
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
update_weapon_list()
SignalBus.weapon_list_changed.connect(update_weapon_list)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var mouse_pos = get_local_mouse_position()
var mouse_radius = mouse_pos.length()
if mouse_radius < inner_radius:
selection = null
else:
var mouse_rads = fposmod(mouse_pos.angle() * -1, TAU)
selection = ceil((mouse_rads / TAU) * (len(options)+1))
queue_redraw()
func _draw():
var offset = IMAGE_SIZE/ -2
if selection == null:
draw_circle(Vector2.ZERO,inner_radius,select_color)
draw_circle(Vector2.ZERO, outer_radius, bkg_color)
draw_arc(Vector2.ZERO,inner_radius,0, TAU, 128,line_color,line_width,true)
if len(options) >= 1:
# draw separator lines
for i in range(len(options)):
var rads = TAU * i / (len(options))
var point = Vector2.from_angle(rads)
draw_line(
point * inner_radius,
point * outer_radius,
line_color,
line_width,
true
)
for i in range(0,len(options)):
var start_rads = (TAU * (i-1)) / (len(options))
var end_rads = (TAU * i) / (len(options))
var mid_rads = (start_rads + end_rads)/2.0 * -1
var radius_mid = (inner_radius + outer_radius) / 2
var draw_pos = radius_mid * Vector2.from_angle(mid_rads) + offset
var object = options[i].instantiate()
var texture = object.gun_icon
if selection == i:
var points_per_arc = 32
var points_inner = PackedVector2Array()
var points_outer = PackedVector2Array()
for j in range(points_per_arc + 1):
var angle = start_rads + j * (end_rads - start_rads) / points_per_arc
points_inner.append(inner_radius * Vector2.from_angle(TAU-angle))
points_outer.append(outer_radius * Vector2.from_angle(TAU-angle))
points_outer.reverse()
draw_polygon(
points_inner + points_outer,
PackedColorArray([select_color])
)
draw_texture(
texture,
Vector2(draw_pos)
)
func update_weapon_list():
options = level_control.held_guns