ammo rework seems to mostly be in order

This commit is contained in:
derek
2025-01-15 15:33:57 -06:00
parent 0a4e4eefb3
commit 93366827fc
22 changed files with 1740 additions and 320 deletions

View File

@@ -103,14 +103,12 @@ func refresh_scene():
if gun_1 != null:
held_guns = [gun_1]
var instance_gun = held_guns[0].instantiate()
ammo_current[0] = instance_gun.max_ammo
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
player.add_ammo(true,instance_gun.gun_name,instance_gun.ammo_type,instance_gun.max_ammo,instance_gun.start_mags)
if gun_2 != null:
held_guns.append(gun_2)
var instance_gun_2 = held_guns[1].instantiate()
ammo_current.append(instance_gun_2.max_ammo)
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
player.add_ammo(true,instance_gun_2.gun_name,instance_gun_2.ammo_type,instance_gun_2.max_ammo,instance_gun_2.start_mags)
# Spawn first gun
if gun_1 != null:
@@ -123,7 +121,6 @@ func _process(_delta):
pass
func gun_spawn(index):
#loop around if scrolling past available guns
@@ -139,9 +136,7 @@ func gun_spawn(index):
instance_gun.global_transform.origin = player.weapon_spawner.position
player.gun = instance_gun
player.def_weapon_holder_pos = player.weapon_holder.position
player.ammo = player.gun.max_ammo
player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
#player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
instance_gun.gun_index = index
instance_gun.anim_player.play("swap_in")
player.weapon_holder.add_child(instance_gun)
@@ -198,20 +193,6 @@ func pickup_spawn():
item_spawn.rand_amt = randi_range(25,100)
return item_spawn
#func pause_menu():
#if paused:
#get_tree().paused = false
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
#player.toggle_hud(true)
#player.pause_menu.hide()
#else:
#get_tree().paused = true
#Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
#player.toggle_hud(false)
#player.pause_menu.show()
#
#paused = !paused
func save_quit():
SaveLoad.save_game_data(level_name)
get_tree().quit()