From 99a2769987e44ad3a3896278d74a441802024c5c Mon Sep 17 00:00:00 2001 From: derek Date: Tue, 18 Mar 2025 16:45:24 -0500 Subject: [PATCH] added more gun crosshair sizes --- assets/rocket_launcher.tscn | 1 + assets/weaponresources/pistol1.tres | 1 + assets/weaponresources/revolver1.tres | 2 +- scripts/dynamic_crosshair.gd | 8 ++++---- 4 files changed, 7 insertions(+), 5 deletions(-) diff --git a/assets/rocket_launcher.tscn b/assets/rocket_launcher.tscn index bd3ea77..3eb0552 100644 --- a/assets/rocket_launcher.tscn +++ b/assets/rocket_launcher.tscn @@ -35,6 +35,7 @@ reload_type = 0 bullet = ExtResource("2_mnla0") fire_mode = 1 fov_zoom_amt = 0.98 +crosshair_radius = 100 ads = false recoil_amount = Vector3(0.05, 0.05, 0.05) kick_amount = 0.1 diff --git a/assets/weaponresources/pistol1.tres b/assets/weaponresources/pistol1.tres index c41b1fb..34924fe 100644 --- a/assets/weaponresources/pistol1.tres +++ b/assets/weaponresources/pistol1.tres @@ -16,6 +16,7 @@ reload_type = 0 bullet = ExtResource("1_oqs71") fire_mode = 2 fov_zoom_amt = 0.98 +crosshair_radius = 25 ads = false recoil_amount = Vector3(0.05, 0.05, 0.05) kick_amount = 0.1 diff --git a/assets/weaponresources/revolver1.tres b/assets/weaponresources/revolver1.tres index 7e9dcb3..e734b36 100644 --- a/assets/weaponresources/revolver1.tres +++ b/assets/weaponresources/revolver1.tres @@ -14,7 +14,7 @@ weapon_type = 0 reload_type = 1 bullet = ExtResource("1_gphlx") fire_mode = 1 -fov_zoom_amt = 0.98 +fov_zoom_amt = 0.85 crosshair_radius = 25 ads = false recoil_amount = Vector3(0.2, 0.05, 0.05) diff --git a/scripts/dynamic_crosshair.gd b/scripts/dynamic_crosshair.gd index 192f627..4be1526 100644 --- a/scripts/dynamic_crosshair.gd +++ b/scripts/dynamic_crosshair.gd @@ -16,7 +16,7 @@ var outer_ring_width : float = 4 var crosshair_color = ColorSwatch.FULL_WHITE #STAMINA WHEEL -const STAMINA_RING_WIDTH = 15 +const STAMINA_RING_WIDTH = 20 var stamina_bar_color = ColorSwatch.FULL_WHITE var stamina_alpha : float = 1.0 @@ -63,8 +63,8 @@ func _draw() -> void: var stam_offset = -TAU * .25 var stam_start_angle = 0 + stam_offset var stam_end_angle = TAU * (hud.player.remaining_stamina/hud.level_control.gamemode.max_stamina) + stam_offset - - draw_arc(Vector2(0,0),outer_ring_radius,stam_start_angle,stam_end_angle,100,stamina_bar_color,STAMINA_RING_WIDTH,true) + var stam_width = (outer_ring_radius / 5) + 10 + draw_arc(Vector2(0,0),outer_ring_radius,stam_start_angle,stam_end_angle,100,stamina_bar_color,stam_width,true) func outer_ring_fade() -> float: #fades the outer ring when the gun cannot fire or there is no gun @@ -74,7 +74,7 @@ func outer_ring_fade() -> float: if hud.player.gun.can_fire(): return 1.0 else: - return .5 + return .25 func stamina_fade() -> float: var stam_percent = hud.player.remaining_stamina/hud.level_control.gamemode.max_stamina