bullet feels better, added spike traps

This commit is contained in:
derek
2024-11-05 16:09:13 -06:00
parent 3002c6e2db
commit 83e2365892
23 changed files with 626 additions and 93 deletions

View File

@@ -22,7 +22,7 @@ var bullet_active = true
func _ready():
visible = false
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):

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@@ -1,7 +1,5 @@
extends Node3D
const recoil_amount : Vector3 = Vector3(.5,.1,.1)
var bullet_speed
var bullet_drop
var random_spread_amt
@@ -43,17 +41,8 @@ func _process(delta):
if ray.is_colliding() and ray.get_collider() != null:
if ray.get_collider().is_in_group("player"):
var player = ray.get_collider()
var snap_amount = 10
var speed_amount = 10
player.level_control.health -= bullet_damage
player.recoil.add_recoil(recoil_amount,snap_amount,speed_amount)
if player.level_control.health <= bullet_damage:
player.level_control.last_hit = fired_by
player.hurt_audio.play()
else:
queue_free()
ray.get_collider().hit(bullet_damage,fired_by)
queue_free()
if ray.is_colliding() and ray.get_collider() != null:

41
scripts/bullet_fake.gd Normal file
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@@ -0,0 +1,41 @@
extends Node3D
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_position
var player_velocity
var bullet_active = true
@onready var mesh = $gunbullet1/Cylinder
@onready var particles = $GPUParticles3D
@onready var enemy_particles = $GPUParticlesEnemy
@onready var hit_indicator = $Audio/HitIndicator
@onready var ray: RayCast3D = $RayCast3D
# Called when the node enters the scene tree for the first time.
func _ready():
visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
distance_from_player = abs(self.global_position - player_position)
if distance_from_player.length() > 1.5:
visible = true
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
await get_tree().create_timer(1.0).timeout
queue_free()

42
scripts/bullet_ray.gd Normal file
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@@ -0,0 +1,42 @@
extends RayCast3D
@onready var hit_indicator: AudioStreamPlayer = $"../../../../Audio/HitIndicator"
# 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:
pass
func hitscan_fire(bullet_damage,bullet_force_mod,bullethole):
if is_colliding():
#bullethole effect
var instance_bullethole = bullethole.instantiate()
get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = get_collision_point()
if (abs(get_collision_normal().y) > 0.99):
instance_bullethole.look_at(get_collision_point() + get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(get_collision_point() + get_collision_normal())
#move rigidbodies
if get_collider().is_in_group("scene_rigidbody"):
get_collider().linear_velocity += rotation * Vector3(0,0,-bullet_force_mod)
if get_collider().is_in_group("breakable"):
get_collider().breaking( Vector3(0,0,-bullet_force_mod))
if get_collider().is_in_group("enemy_target"):
emit_signal("enemy_hit")
get_collider().hit(bullet_damage)
if get_collider().is_in_group("switch"):
get_collider().hit()

View File

@@ -107,7 +107,6 @@ func _process(delta):
func _on_timer_timeout():
anim_step += 1
print("ANIM STEP " +str(anim_step))
func reload_level():
get_tree().reload_current_scene()

View File

@@ -4,6 +4,7 @@ extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var hitscan_enabled : bool = false
@export var fov_zoom_amt = .98
@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
@export var max_ammo = 15
@@ -18,6 +19,7 @@ extends Node3D
@export_subgroup("Main Assets")
@export var flare_light : Node
@export var bullet : Resource
@export var bullet_fake : Resource
@export var bullethole : Resource
@export var casing : Resource
@export var mag : Resource
@@ -83,34 +85,15 @@ 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
#RECOIL --- fix later to happen over a period of time
#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
#audio and anims
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot")
# instance bullet
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.player_velocity = player.velocity
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.player_position = player.global_position
get_tree().current_scene.add_child(instance_bullet)
# Casing transform
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
bullet_fire()
hitscan_fire()
spawn_casing()
player.recoil.add_recoil(recoil_amount,10,10)
if fire_mode != 0:
cycle_count -= 1
@@ -136,5 +119,42 @@ func spawn_mag():
instance_mag.transform.basis = mag_ejector.global_transform.basis
get_tree().get_root().add_child(instance_mag)
func spawn_casing():
# Casing transform
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
func bullet_fire():
var instance_bullet
if hitscan_enabled:
instance_bullet = bullet_fake.instantiate()
else:
instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.player_velocity = player.velocity * transform.basis
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.player_position = player.global_position
get_tree().current_scene.add_child(instance_bullet)
func hitscan_fire():
if hitscan_enabled:
# Fire hitscan
if player.gun_folded == false:
player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
else:
barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
func swapped_out():
queue_free()

153
scripts/gun_hitscan.gd Normal file
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@@ -0,0 +1,153 @@
extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
@export var max_ammo = 15
@export var start_mags = 3
@export var bullet_damage = 1
@export var bullet_force_mod = 5.0
@export var bullet_speed = 150
@export var bullet_drop = .3
@export var random_spread_amt = 1.0
@export var fire_pitch_scale_amt = .2
@export_group("Gun Assets")
@export_subgroup("Main Assets")
@export var flare_light : Node
@export var bullet : Resource
@export var bullethole : Resource
@export var casing : Resource
@export var mag : Resource
@export_subgroup("Raycast Nodes")
@export var anim_player : Node
@export var barrel_raycast : Node
@export var casing_ejector : Node
@export var mag_ejector : Node
@export_subgroup("Audio Clips")
@export var audio_fire : Node
@export var audio_empty : Node
@export var audio_reload : Node
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var ammo_current
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
var rng = RandomNumberGenerator.new()
var gun_index
#var ammo_current
var ammo_reserve
# Called when the node enters the scene tree for the first time.
func _ready():
random_spread_start = random_spread_amt
ammo_current = level_control.ammo_current[gun_index]
ammo_reserve = level_control.ammo_reserve[gun_index]
if fire_mode == 0:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 1:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 2:
cycle_count = 3
cycle_count_start = 3
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func reload_finished():
if level_control.ammo_reserve[gun_index] >= max_ammo:
level_control.ammo_current[gun_index] += max_ammo
level_control.ammo_reserve[gun_index] -= max_ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if !anim_player.is_playing():
#Audio and Animations
level_control.ammo_current[gun_index] -= 1
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot")
# instance fake bullet
bullet_fire()
# Fire hitscan
if player.gun_folded == false:
player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
else:
barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
spawn_casing()
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
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")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if level_control.ammo_current[gun_index] == 0:
level_control.ammo_current[gun_index] = 0
else:
level_control.ammo_current[gun_index] = 1
func spawn_mag():
var instance_mag = mag.instantiate()
instance_mag.position = mag_ejector.global_position
instance_mag.transform.basis = mag_ejector.global_transform.basis
get_tree().get_root().add_child(instance_mag)
func swapped_out():
queue_free()
func bullet_fire():
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
instance_bullet.bullet_speed = bullet_speed
instance_bullet.player_velocity = player.velocity
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.player_position = player.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
get_tree().current_scene.add_child(instance_bullet)
func spawn_casing():
# Casing transform
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
player.recoil.add_recoil(recoil_amount,10,10)

View File

@@ -465,3 +465,9 @@ func release_moveable():
held_item.mass = held_item_mass_cache
held_item.set_constant_force(Vector3(0,0,0))
held_item = null
func hit(damage,fired_by):
level_control.health -= damage
level_control.last_hit = fired_by
recoil.add_recoil(Vector3(.5,.1,.1),10,10)
hurt_audio.play()

View File

@@ -154,7 +154,7 @@ func fire(delta):
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.player_position = player.global_position
instance_bullet.player_velocity = player.velocity
instance_bullet.player_velocity = (player.velocity * player.transform.basis)
instance_bullet.instance_bullethole = bullethole.instantiate()
get_tree().get_root().add_child(instance_bullet)
player.recoil.add_recoil(recoil_amount,10,recoil_speed_change)

21
scripts/spikes_1.gd Normal file
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@@ -0,0 +1,21 @@
extends Node3D
@export var damage : float = 1
@export var pushback : float = 5
@onready var outline_meshes = [$Spikes1/MeshInstance3D]
@onready var ray_cast: RayCast3D = $RayCast3D
# 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:
pass
func _on_area_3d_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
body.hit(damage,self)
body.velocity = ray_cast.global_transform.basis * Vector3(0,0,-pushback)