bullet feels better, added spike traps
This commit is contained in:
@@ -22,7 +22,7 @@ var bullet_active = true
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func _ready():
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visible = false
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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@@ -1,7 +1,5 @@
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extends Node3D
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const recoil_amount : Vector3 = Vector3(.5,.1,.1)
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var bullet_speed
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var bullet_drop
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var random_spread_amt
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@@ -43,17 +41,8 @@ func _process(delta):
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if ray.is_colliding() and ray.get_collider() != null:
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if ray.get_collider().is_in_group("player"):
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var player = ray.get_collider()
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var snap_amount = 10
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var speed_amount = 10
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player.level_control.health -= bullet_damage
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player.recoil.add_recoil(recoil_amount,snap_amount,speed_amount)
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if player.level_control.health <= bullet_damage:
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player.level_control.last_hit = fired_by
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player.hurt_audio.play()
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else:
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queue_free()
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ray.get_collider().hit(bullet_damage,fired_by)
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queue_free()
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if ray.is_colliding() and ray.get_collider() != null:
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41
scripts/bullet_fake.gd
Normal file
41
scripts/bullet_fake.gd
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@@ -0,0 +1,41 @@
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extends Node3D
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var bullet_speed
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var bullet_drop
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var random_spread_amt
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var bullet_damage
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var instance_bullethole
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var bullet_force_mod = 1.0
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var distance_from_player
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var player_position
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var player_velocity
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var bullet_active = true
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@onready var mesh = $gunbullet1/Cylinder
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@onready var particles = $GPUParticles3D
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@onready var enemy_particles = $GPUParticlesEnemy
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@onready var hit_indicator = $Audio/HitIndicator
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@onready var ray: RayCast3D = $RayCast3D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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visible = false
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
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distance_from_player = abs(self.global_position - player_position)
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if distance_from_player.length() > 1.5:
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visible = true
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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mesh.visible = false
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ray.enabled = false
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await get_tree().create_timer(1.0).timeout
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queue_free()
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42
scripts/bullet_ray.gd
Normal file
42
scripts/bullet_ray.gd
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@@ -0,0 +1,42 @@
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extends RayCast3D
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@onready var hit_indicator: AudioStreamPlayer = $"../../../../Audio/HitIndicator"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func hitscan_fire(bullet_damage,bullet_force_mod,bullethole):
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if is_colliding():
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#bullethole effect
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var instance_bullethole = bullethole.instantiate()
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get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = get_collision_point()
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if (abs(get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(get_collision_point() + get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(get_collision_point() + get_collision_normal())
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#move rigidbodies
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if get_collider().is_in_group("scene_rigidbody"):
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get_collider().linear_velocity += rotation * Vector3(0,0,-bullet_force_mod)
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if get_collider().is_in_group("breakable"):
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get_collider().breaking( Vector3(0,0,-bullet_force_mod))
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if get_collider().is_in_group("enemy_target"):
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emit_signal("enemy_hit")
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get_collider().hit(bullet_damage)
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if get_collider().is_in_group("switch"):
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get_collider().hit()
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@@ -107,7 +107,6 @@ func _process(delta):
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func _on_timer_timeout():
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anim_step += 1
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print("ANIM STEP " +str(anim_step))
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func reload_level():
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get_tree().reload_current_scene()
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@@ -4,6 +4,7 @@ extends Node3D
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@export_group("Gun Feel")
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@export var gun_name : String
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var hitscan_enabled : bool = false
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@export var fov_zoom_amt = .98
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var max_ammo = 15
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@@ -18,6 +19,7 @@ extends Node3D
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@export_subgroup("Main Assets")
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@export var flare_light : Node
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@export var bullet : Resource
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@export var bullet_fake : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@@ -83,34 +85,15 @@ func shoot(delta):
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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level_control.ammo_current[gun_index] -= 1
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#RECOIL --- fix later to happen over a period of time
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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#audio and anims
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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anim_player.play("shoot")
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# instance bullet
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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get_tree().current_scene.add_child(instance_bullet)
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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bullet_fire()
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hitscan_fire()
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spawn_casing()
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player.recoil.add_recoil(recoil_amount,10,10)
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if fire_mode != 0:
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cycle_count -= 1
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@@ -136,5 +119,42 @@ func spawn_mag():
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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func bullet_fire():
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var instance_bullet
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if hitscan_enabled:
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instance_bullet = bullet_fake.instantiate()
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else:
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instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity * transform.basis
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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get_tree().current_scene.add_child(instance_bullet)
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func hitscan_fire():
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if hitscan_enabled:
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# Fire hitscan
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if player.gun_folded == false:
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player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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else:
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barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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func swapped_out():
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queue_free()
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153
scripts/gun_hitscan.gd
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153
scripts/gun_hitscan.gd
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@@ -0,0 +1,153 @@
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extends Node3D
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@export_group("Gun Feel")
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@export var gun_name : String
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var fov_zoom_amt = .98
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var max_ammo = 15
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@export var start_mags = 3
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@export var bullet_damage = 1
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@export var bullet_force_mod = 5.0
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@export var bullet_speed = 150
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@export var bullet_drop = .3
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@export var random_spread_amt = 1.0
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@export var fire_pitch_scale_amt = .2
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@export_group("Gun Assets")
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@export_subgroup("Main Assets")
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@export var flare_light : Node
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@export var bullet : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@export_subgroup("Raycast Nodes")
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@export var anim_player : Node
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@export var barrel_raycast : Node
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@export var casing_ejector : Node
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@export var mag_ejector : Node
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@export_subgroup("Audio Clips")
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@export var audio_fire : Node
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@export var audio_empty : Node
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@export var audio_reload : Node
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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var start_position
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var start_rotation
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var random_spread_start
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var cycle_count_start
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var cycle_count
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var rng = RandomNumberGenerator.new()
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var gun_index
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#var ammo_current
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var ammo_reserve
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# Called when the node enters the scene tree for the first time.
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func _ready():
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random_spread_start = random_spread_amt
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ammo_current = level_control.ammo_current[gun_index]
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ammo_reserve = level_control.ammo_reserve[gun_index]
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if fire_mode == 0:
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cycle_count = 1
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cycle_count_start = 1
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elif fire_mode == 1:
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cycle_count = 1
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cycle_count_start = 1
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elif fire_mode == 2:
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cycle_count = 3
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cycle_count_start = 3
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func reload_finished():
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if level_control.ammo_reserve[gun_index] >= max_ammo:
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level_control.ammo_current[gun_index] += max_ammo
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level_control.ammo_reserve[gun_index] -= max_ammo
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else:
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level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
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level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
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func shoot(delta):
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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#Audio and Animations
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level_control.ammo_current[gun_index] -= 1
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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anim_player.play("shoot")
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# instance fake bullet
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bullet_fire()
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# Fire hitscan
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if player.gun_folded == false:
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player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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else:
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barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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spawn_casing()
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if fire_mode != 0:
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cycle_count -= 1
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elif !anim_player.is_playing() and cycle_count != 0:
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anim_player.play("empty")
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audio_empty.play()
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func reload(delta):
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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:
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#player.reloading = true
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anim_player.play("reload")
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audio_reload.play()
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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if level_control.ammo_current[gun_index] == 0:
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level_control.ammo_current[gun_index] = 0
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else:
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level_control.ammo_current[gun_index] = 1
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func spawn_mag():
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var instance_mag = mag.instantiate()
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instance_mag.position = mag_ejector.global_position
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_mag)
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func swapped_out():
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queue_free()
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func bullet_fire():
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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get_tree().current_scene.add_child(instance_bullet)
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func spawn_casing():
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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player.recoil.add_recoil(recoil_amount,10,10)
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@@ -465,3 +465,9 @@ func release_moveable():
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held_item.mass = held_item_mass_cache
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held_item.set_constant_force(Vector3(0,0,0))
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held_item = null
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func hit(damage,fired_by):
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level_control.health -= damage
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level_control.last_hit = fired_by
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recoil.add_recoil(Vector3(.5,.1,.1),10,10)
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hurt_audio.play()
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@@ -154,7 +154,7 @@ func fire(delta):
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.player_position = player.global_position
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instance_bullet.player_velocity = player.velocity
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instance_bullet.player_velocity = (player.velocity * player.transform.basis)
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instance_bullet.instance_bullethole = bullethole.instantiate()
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get_tree().get_root().add_child(instance_bullet)
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player.recoil.add_recoil(recoil_amount,10,recoil_speed_change)
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21
scripts/spikes_1.gd
Normal file
21
scripts/spikes_1.gd
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@@ -0,0 +1,21 @@
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extends Node3D
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@export var damage : float = 1
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@export var pushback : float = 5
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@onready var outline_meshes = [$Spikes1/MeshInstance3D]
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@onready var ray_cast: RayCast3D = $RayCast3D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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body.hit(damage,self)
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body.velocity = ray_cast.global_transform.basis * Vector3(0,0,-pushback)
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Reference in New Issue
Block a user