turret tweaks

This commit is contained in:
derek
2024-07-18 13:45:37 -05:00
parent 330e4a599d
commit 5f67dbe6ba
11 changed files with 95 additions and 36 deletions

View File

@@ -3,6 +3,7 @@ extends Node3D
@export var player : Node
@export var money = 250
@export var health = 3
@export var gun_1 : Resource
@export var gun_2 : Resource
var held_guns = []
@@ -30,7 +31,7 @@ func _ready():
gun_spawn(0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
func _process(_delta):
pass
func gun_spawn(index):

View File

@@ -67,7 +67,6 @@ func _process(delta):
if ray.get_collider().is_in_group("enemy"):
print("enemy hit")
hit_indicator.play()
enemy_particles.emitting = true
ray.get_collider().hit(bullet_damage)

View File

@@ -4,7 +4,6 @@ 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
@@ -16,7 +15,7 @@ var player
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
@onready var hit_indicator = $Audio/HitIndicator
@export var bullethole : Resource
var rng = RandomNumberGenerator.new()
@@ -40,4 +39,21 @@ 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))
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
var instance_bullethole = bullethole.instantiate()
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)

View File

@@ -67,7 +67,7 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
func _process(_delta):
pass
@@ -81,7 +81,7 @@ func reload_finished():
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
#player.reloading = false
func shoot(player,delta):
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if !anim_player.is_playing():
@@ -121,7 +121,7 @@ func shoot(player,delta):
anim_player.play("empty")
audio_empty.play()
func reload(player,delta):
func reload(delta):
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
#player.reloading = true
anim_player.play("reload")

View File

@@ -158,14 +158,14 @@ func _physics_process(delta):
# Reloading
if Input.is_action_just_pressed("reload"):
gun.reload(self,delta)
gun.reload(delta)
if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
gun.anim_player.play("inspect")
# Shooting & fire modes
if Input.is_action_pressed("shoot"):
gun.shoot(self,delta)
gun.shoot(delta)
if Input.is_action_just_released("shoot"):
gun.cycle_count = gun.cycle_count_start

View File

@@ -124,7 +124,7 @@ func reload_finished():
await get_tree().create_timer(.01).timeout
player.reloading = false
func shoot(player,delta):
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if !anim_player.is_playing():
level_control.ammo_current[gun_index] -= 1
@@ -159,7 +159,7 @@ func fire(delta):
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
func reload(player,delta):
func reload(delta):
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
anim_player.play("reload")
audio_reload.play()

View File

@@ -4,28 +4,31 @@ var player = null
@export var health = 3
@export var number_of_drops = 3
const SPEED = 0.0
@export var SPEED = 3.0
const MAX_LV = 10
const MAX_AV = 10
@export var player_path : NodePath
@export var bullet : Resource
@export var casing : 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
@export var turret_look_speed = 5
@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 casing_ejector = $TurretLook/Turret/CasingEjector
@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 body = $body
@onready var turret = $TurretLook/Turret
@@ -45,9 +48,12 @@ var body_look_to
func _ready():
player = get_node(player_path)
postfire_timer.start()
turret_material.emission_enabled = false
retarget_timer.start()
#randomly start the postfire timer so enemy turrets aren't synced
var random_time = rng.randf_range(0,5)
await get_tree().create_timer(random_time).timeout
postfire_timer.start()
func _process(delta):
velocity = Vector3.ZERO
@@ -57,7 +63,10 @@ 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)
#FIX BODY ROTATION
#spider_look_next.look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
#self.rotation = lerp(self.rotation, spider_look_next.rotation, delta * 1)
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)
@@ -118,22 +127,28 @@ func _on_prefire_timer_timeout():
#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.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
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
var instance_casing2 = casing.instantiate()
instance_casing2.position = casing_ejector.global_position
instance_casing2.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
get_tree().get_root().add_child(instance_casing2)
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"):
#if turret_look_next.is_colliding() and turret_look_next.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)