added sound pack and played with rocket launcher animations

This commit is contained in:
Derek
2024-08-01 23:18:56 -05:00
parent 2a8cc6112e
commit 8a4018051b
463 changed files with 5498 additions and 42 deletions

View File

@@ -41,7 +41,6 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
print(player_velocity)
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
distance_from_player = abs(self.global_position - player_position)

View File

@@ -5,10 +5,10 @@ extends Node3D
@export var TIMER_MIN = 0
@export var TIMER_MAX = 20
var stamina = load("res://assets/stamina_pickup.tscn")
var ammo = load("res://assets/ammo_pickup.tscn")
var jump = load("res://assets/jump_pickup.tscn")
var money = load("res://assets/money_1.tscn")
@export var stamina : Resource
@export var ammo : Resource
@export var jump : Resource
@export var money : Resource
@onready var timer = $Timer
@onready var cannonparticles = $cannonparticles

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@@ -251,7 +251,7 @@ func _on_pick_up_detection_body_entered(body):
pickupmsg = pickup_announce.instantiate()
pickupmsg.pickuptext = "ammo"
get_parent().add_child(pickupmsg)
level_control.ammo_reserve[level_control.current_gun_index] += int((body.rand_amt/100) * gun.max_ammo)
level_control.ammo_reserve[level_control.current_gun_index] += clamp(int((body.rand_amt/100) * gun.max_ammo), 1, gun.max_ammo)
picked_up = true
picked_up_text = "ammo"
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)

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@@ -37,16 +37,24 @@ func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index)
func explode():
#get all collision objects that can be moved
var moveable_rigidbodies = blast_radius_area.get_overlapping_bodies()
#for each object determine vector from center of blast radius
#apply linear velocity power as the inverse % of distance towards the edge (bonus points if using curve texture)
#break breakable objects
for body in moveable_rigidbodies:
#calculate blast power and direction
var blast_direction = (body.global_position - blast_radius_area.global_position).normalized()
var blast_amount = 1 - ((body.global_position - blast_radius_area.global_position).length() / blast_radius)
var blast_velocity = blast_direction * blast_power * blast_amount
#apply and/or damage
if body.is_in_group("scene_rigidbody"):
var blast_direction = (body.global_position - blast_radius_area.global_position).normalized()
var blast_amount = 1 - ((body.global_position - blast_radius_area.global_position).length() / blast_radius)
var blast_velocity = blast_direction * blast_power * blast_amount
if body.is_in_group("breakable"):
body.breaking(blast_velocity)
else:
body.linear_velocity += blast_velocity
if body.is_in_group("player"):
body.velocity += clamp(blast_velocity,Vector3(-7,-7,-7),Vector3(7,7,7))
if body.is_in_group("npc") or body.is_in_group("enemy"):
body.velocity += blast_velocity
body.breaking(blast_velocity)

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@@ -35,10 +35,10 @@ const MAX_AV = 10
@onready var turret = $TurretLook/Turret
@onready var turret_material = turret.mesh.surface_get_material(2)
var stamina = load("res://assets/stamina_pickup.tscn")
var ammo = load("res://assets/ammo_pickup.tscn")
var money = load("res://assets/money_1.tscn")
var die_particles = load("res://assets/die_particles.tscn")
@export var stamina : Resource
@export var ammo : Resource
@export var money : Resource
@export var die_particles : Resource
@onready var turret_look = $TurretLook
var particlespawn