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

@@ -9,6 +9,7 @@ var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Light", "Medium", "Heavy", "Shotgun", "Rocket") var ammo_type: int
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = 10
@export var ads : bool = false
@@ -101,9 +102,9 @@ func _process(delta):
func reload_finished():
#if max ammo in reserve fill all the way
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
if player.ammo_reserve[str(ammo_type)] >= max_ammo:
player.gun_ammo[gun_name] += max_ammo
player.ammo_reserve[str(ammo_type)] -= max_ammo
casings_chamber_last = max_ammo
for i in casing_array:
i.visible = true
@@ -112,10 +113,10 @@ func reload_finished():
player.reloading = false
#if not max ammo in reserve add remaining ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
var casings_in_chamber = level_control.ammo_reserve[gun_index]
casings_chamber_last = level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
player.gun_ammo[gun_name] += player.ammo_reserve[str(ammo_type)]
var casings_in_chamber = player.ammo_reserve[str(ammo_type)]
casings_chamber_last = player.ammo_reserve[str(ammo_type)]
player.ammo_reserve[str(ammo_type)] -= player.ammo_reserve[str(ammo_type)]
while casings_in_chamber > 0:
casing_array[casings_in_chamber].visible = true
@@ -125,9 +126,9 @@ func reload_finished():
player.reloading = false
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if player.gun_ammo[gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing():
level_control.ammo_current[gun_index] -= 1
player.gun_ammo[gun_name] -= 1
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot") #actual bullet spawn triggered by animation
@@ -162,13 +163,13 @@ func fire(delta):
Input.start_joy_vibration(0,.5,.9,.2)
func reload():
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:
if player.gun_ammo[gun_name] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and player.ammo_reserve[str(ammo_type)] > 0:
anim_player.play("reload")
audio_reload.play()
for i in bullet_array:
i.visible = false
if anim_player.is_playing() and anim_player.current_animation == "reload":
level_control.ammo_current[gun_index] = 0
player.gun_ammo[gun_name] = 0
func spawn_casings():
for i in casing_array: