fixed hud, moved weapon and ammo penalties to gamemode

This commit is contained in:
derek
2025-03-18 10:16:09 -05:00
parent d17bc56ca2
commit 891ae8a7f2
10 changed files with 79 additions and 42 deletions

View File

@@ -42,6 +42,8 @@ const CROSSHAIR_SIZE = Vector2(40,40)
var pickup_notifs = []
var can_spawn = true
var dir_clamped = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Get Viewport size
@@ -227,16 +229,21 @@ func player_hit():
func hud_wobble(delta):
var viewport_height_adj = (get_viewport().size.y/1080)
var HUD_WOBBLE_MAX : float = 40 * viewport_height_adj
var MOUSE_AMT = 10 * viewport_height_adj
var HUD_WOBBLE_MAX : float = 4 * viewport_height_adj
var MOUSE_AMT = 1 * viewport_height_adj
var VELOCITY_AMT = 100 * viewport_height_adj
var HUD_SPEED = 10 * viewport_height_adj
var HUD_MOVE_SPEED = 1 * viewport_height_adj
var HUD_RETURN_SPEED = 10 * viewport_height_adj
var dir_mouse = Vector2(-player.mouse_input.x * MOUSE_AMT,-player.mouse_input.y * MOUSE_AMT)
var velocity_dir_transformed = player.velocity.normalized() * player.global_basis
var velocity_lengh_clamped = clamp(player.velocity.length(),-VELOCITY_AMT,VELOCITY_AMT)
var dir_velocity = Vector2(-velocity_dir_transformed.x * velocity_lengh_clamped,velocity_dir_transformed.y * velocity_lengh_clamped)
var dir_clamped = clamp(dir_mouse + dir_velocity,Vector2(-HUD_WOBBLE_MAX,-HUD_WOBBLE_MAX),Vector2(HUD_WOBBLE_MAX,HUD_WOBBLE_MAX))
var offset = lerp(position, dir_clamped, delta * HUD_SPEED)
return offset
#add movement
dir_clamped += clamp(dir_mouse + dir_velocity,Vector2(-HUD_WOBBLE_MAX,-HUD_WOBBLE_MAX),Vector2(HUD_WOBBLE_MAX,HUD_WOBBLE_MAX))
#return to zero over time
dir_clamped = lerp(dir_clamped,Vector2.ZERO,delta * HUD_RETURN_SPEED)
#apply offset
return dir_clamped