bullet feels better, added spike traps
This commit is contained in:
41
scripts/bullet_fake.gd
Normal file
41
scripts/bullet_fake.gd
Normal file
@@ -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()
|
||||
Reference in New Issue
Block a user