dead cam and air dash tweaks

This commit is contained in:
Derek
2024-08-12 00:02:03 -05:00
parent dad00cb0fa
commit 6496d32f88
6 changed files with 13 additions and 13 deletions

View File

@@ -74,7 +74,7 @@ emission_enabled = true
emission = Color(0.737886, 0.150238, 0.0835467, 1)
emission_energy_multiplier = 8.0
[node name="BulletEnemy" type="Node3D"]
[node name="BulletEnemy" type="Node3D" groups=["spawned"]]
script = ExtResource("1_so2e8")
bullethole = ExtResource("2_8iodt")

View File

@@ -32,7 +32,7 @@ shadow_color = Color(0, 0, 0, 1)
size = Vector3(3, 3.58057, 3)
[sub_resource type="SphereShape3D" id="SphereShape3D_xfie3"]
radius = 6.0
radius = 8.0
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_holder") groups=["player"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11359, 0)

View File

@@ -2,7 +2,7 @@ extends Node3D
@export var MOVE_SPEED = 30
@export var CAMERA_LOOK_SPEED = 40
@export var CAMERA_LOOK_SPEED = 20
@export var FOV_CHANGE_SPEED = 40
@onready var look_ray = $LookRay
@@ -76,7 +76,7 @@ func _process(delta):
camera.fov = lerp(camera.fov, 40.0, delta * 5)
elif respawn == true:
position = lerp(position,respawn_position,delta * MOVE_SPEED * 1.5)
position = lerp(position,respawn_position,delta * MOVE_SPEED)
camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED * 1.5)
camera.fov = lerp(camera.fov, respawn_fov, delta * 10)
if global_position.distance_to(respawn_position) <= .5:

View File

@@ -30,7 +30,7 @@ func _ready():
func _physics_process(delta):
if player_follow != null:
var float_direction = (player.global_position - self.position)
self.set_linear_velocity(float_direction * 10)
self.set_linear_velocity(float_direction * 7)
func picked_up():
player.pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)

View File

@@ -166,7 +166,7 @@ func _physics_process(delta):
camera.fov = lerp(camera.fov, target_fov, delta * 8)
# Health Indicator
var health_opacity = 1 - level_control.health / level_control.start_health
var health_opacity = 1.5 - level_control.health / level_control.start_health
health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
# Land sound

View File

@@ -5,7 +5,7 @@ var player
@export var number_of_drops = 3
@export var SPEED = 3.0
const MAX_LV = 10
const MAX_LV = 20
const MAX_AV = 10
@export var player_path : NodePath
@@ -118,12 +118,12 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
#pickup drop
while number_of_drops > 0:
var rand_item = level_control.pickup_spawn()
var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
var lv_y = rng.randf_range(0,MAX_LV)
var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
var av_x = rng.randf_range(-MAX_AV,MAX_AV)
var av_y = rng.randf_range(-MAX_AV,MAX_AV)
var av_z = rng.randf_range(-MAX_AV,MAX_AV)
var lv_x = randf_range(-MAX_LV,MAX_LV)
var lv_y = randf_range(0,MAX_LV)
var lv_z = randf_range(-MAX_LV,MAX_LV)
var av_x = randf_range(-MAX_AV,MAX_AV)
var av_y = randf_range(-MAX_AV,MAX_AV)
var av_z = randf_range(-MAX_AV,MAX_AV)
# Random Item Drop
rand_item.position = self.global_position