Merge branch 'rigidbody_bullets'
2697
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5
assets/boxcarINMODELING.tscn
Normal file
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|
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[gd_scene load_steps=2 format=3 uid="uid://dban1dr3ori8d"]
|
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|
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|
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|
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@@ -120,5 +120,3 @@ autostart = true
|
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|
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[node name="HitIndicator" type="AudioStreamPlayer" parent="Audio"]
|
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stream = ExtResource("3_6j0l2")
|
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|
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|
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|
||||
231
assets/crtTest.gdshader
Normal file
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|
||||
/*
|
||||
Shader from Godot Shaders - the free shader library.
|
||||
godotshaders.com/shader/VHS-and-CRT-monitor-effect
|
||||
|
||||
This shader is under CC0 license. Feel free to use, improve and
|
||||
change this shader according to your needs and consider sharing
|
||||
the modified result to godotshaders.com.
|
||||
*/
|
||||
|
||||
shader_type canvas_item;
|
||||
|
||||
//*** IMPORTANT! ***/
|
||||
// - If you are using this shader to affect the node it is applied to set 'overlay' to false (unchecked in the instepctor).
|
||||
// - If you are using this shader as an overlay, and want the shader to affect the nodes below in the Scene hierarchy,
|
||||
// set 'overlay' to true (checked in the inspector).
|
||||
// On Mac there is potentially a bug causing this to not work properly. If that is the case and you want to use the shader as an overlay
|
||||
// change all "overlay ? SCREEN_TEXTURE : TEXTURE" to only "SCREEN_TEXTURE" on lines 129-140, and "vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV);"
|
||||
// to "vec2 uv = warp(SCREEN_UV);" on line 98.
|
||||
uniform bool overlay = true;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||
|
||||
uniform float scanlines_opacity : hint_range(0.0, 1.0) = 0.4;
|
||||
uniform float scanlines_width : hint_range(0.0, 0.5) = 0.25;
|
||||
uniform float grille_opacity : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform vec2 resolution = vec2(640.0, 480.0); // Set the number of rows and columns the texture will be divided in. Scanlines and grille will make a square based on these values
|
||||
|
||||
uniform bool pixelate = true; // Fill each square ("pixel") with a sampled color, creating a pixel look and a more accurate representation of how a CRT monitor would work.
|
||||
|
||||
uniform bool roll = true;
|
||||
uniform float roll_speed = 8.0; // Positive values are down, negative are up
|
||||
uniform float roll_size : hint_range(0.0, 100.0) = 15.0;
|
||||
uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This valie is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
|
||||
uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; // The distortion created by the rolling effect.
|
||||
|
||||
uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4;
|
||||
uniform float noise_speed = 5.0; // There is a movement in the noise pattern that can be hard to see first. This sets the speed of that movement.
|
||||
|
||||
uniform float static_noise_intensity : hint_range(0.0, 1.0) = 0.06;
|
||||
|
||||
uniform float aberration : hint_range(-1.0, 1.0) = 0.03; // Chromatic aberration, a distortion on each color channel.
|
||||
uniform float brightness = 1.4; // When adding scanline gaps and grille the image can get very dark. Brightness tries to compensate for that.
|
||||
uniform bool discolor = true; // Add a discolor effect simulating a VHS
|
||||
|
||||
uniform float warp_amount :hint_range(0.0, 5.0) = 1.0; // Warp the texture edges simulating the curved glass of a CRT monitor or old TV.
|
||||
uniform bool clip_warp = false;
|
||||
|
||||
uniform float vignette_intensity = 0.4; // Size of the vignette, how far towards the middle it should go.
|
||||
uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5;
|
||||
|
||||
// Used by the noise functin to generate a pseudo random value between 0.0 and 1.0
|
||||
vec2 random(vec2 uv){
|
||||
uv = vec2( dot(uv, vec2(127.1,311.7) ),
|
||||
dot(uv, vec2(269.5,183.3) ) );
|
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
|
||||
}
|
||||
|
||||
// Generate a Perlin noise used by the distortion effects
|
||||
float noise(vec2 uv) {
|
||||
vec2 uv_index = floor(uv);
|
||||
vec2 uv_fract = fract(uv);
|
||||
|
||||
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
|
||||
|
||||
return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
|
||||
dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
|
||||
mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
|
||||
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
// Takes in the UV and warps the edges, creating the spherized effect
|
||||
vec2 warp(vec2 uv){
|
||||
vec2 delta = uv - 0.5;
|
||||
float delta2 = dot(delta.xy, delta.xy);
|
||||
float delta4 = delta2 * delta2;
|
||||
float delta_offset = delta4 * warp_amount;
|
||||
|
||||
return uv + delta * delta_offset;
|
||||
}
|
||||
|
||||
// Adds a black border to hide stretched pixel created by the warp effect
|
||||
float border (vec2 uv){
|
||||
float radius = min(warp_amount, 0.08);
|
||||
radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5);
|
||||
vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius;
|
||||
float dist = length(max(vec2(0.0), abs_uv)) / radius;
|
||||
float square = smoothstep(0.96, 1.0, dist);
|
||||
return clamp(1.0 - square, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Adds a vignette shadow to the edges of the image
|
||||
float vignette(vec2 uv){
|
||||
uv *= 1.0 - uv.xy;
|
||||
float vignette = uv.x * uv.y * 15.0;
|
||||
return pow(vignette, vignette_intensity * vignette_opacity);
|
||||
}
|
||||
|
||||
void fragment()
|
||||
{
|
||||
vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); // Warp the uv. uv will be used in most cases instead of UV to keep the warping
|
||||
vec2 text_uv = uv;
|
||||
vec2 roll_uv = vec2(0.0);
|
||||
float time = roll ? TIME : 0.0;
|
||||
|
||||
|
||||
// Pixelate the texture based on the given resolution.
|
||||
if (pixelate)
|
||||
{
|
||||
text_uv = ceil(uv * resolution) / resolution;
|
||||
}
|
||||
|
||||
// Create the rolling effect. We need roll_line a bit later to make the noise effect.
|
||||
// That is why this runs if roll is true OR noise_opacity is over 0.
|
||||
float roll_line = 0.0;
|
||||
if (roll || noise_opacity > 0.0)
|
||||
{
|
||||
// Create the areas/lines where the texture will be distorted.
|
||||
roll_line = smoothstep(0.3, 0.9, sin(uv.y * roll_size - (time * roll_speed) ) );
|
||||
// Create more lines of a different size and apply to the first set of lines. This creates a bit of variation.
|
||||
roll_line *= roll_line * smoothstep(0.3, 0.9, sin(uv.y * roll_size * roll_variation - (time * roll_speed * roll_variation) ) );
|
||||
// Distort the UV where where the lines are
|
||||
roll_uv = vec2(( roll_line * distort_intensity * (1.-UV.x)), 0.0);
|
||||
}
|
||||
|
||||
vec4 text;
|
||||
if (roll)
|
||||
{
|
||||
// If roll is true distort the texture with roll_uv. The texture is split up into RGB to
|
||||
// make some chromatic aberration. We apply the aberration to the red and green channels accorging to the aberration parameter
|
||||
// and intensify it a bit in the roll distortion.
|
||||
text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * .1).r;
|
||||
text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * .1 ).g;
|
||||
text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b;
|
||||
text.a = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If roll is false only apply the aberration without any distorion. The aberration values are very small so the .1 is only
|
||||
// to make the slider in the Inspector less sensitive.
|
||||
text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * .1).r;
|
||||
text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * .1).g;
|
||||
text.b = texture(SCREEN_TEXTURE, text_uv).b;
|
||||
text.a = 1.0;
|
||||
}
|
||||
|
||||
float r = text.r;
|
||||
float g = text.g;
|
||||
float b = text.b;
|
||||
|
||||
uv = warp(UV);
|
||||
|
||||
// CRT monitors don't have pixels but groups of red, green and blue dots or lines, called grille. We isolate the texture's color channels
|
||||
// and divide it up in 3 offsetted lines to show the red, green and blue colors next to each other, with a small black gap between.
|
||||
if (grille_opacity > 0.0){
|
||||
|
||||
float g_r = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265))));
|
||||
r = mix(r, r * g_r, grille_opacity);
|
||||
|
||||
float g_g = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265))));
|
||||
g = mix(g, g * g_g, grille_opacity);
|
||||
|
||||
float b_b = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265))));
|
||||
b = mix(b, b * b_b, grille_opacity);
|
||||
|
||||
}
|
||||
|
||||
// Apply the grille to the texture's color channels and apply Brightness. Since the grille and the scanlines (below) make the image very dark you
|
||||
// can compensate by increasing the brightness.
|
||||
text.r = clamp(r * brightness, 0.0, 1.0);
|
||||
text.g = clamp(g * brightness, 0.0, 1.0);
|
||||
text.b = clamp(b * brightness, 0.0, 1.0);
|
||||
|
||||
// Scanlines are the horizontal lines that make up the image on a CRT monitor.
|
||||
// Here we are actual setting the black gap between each line, which I guess is not the right definition of the word, but you get the idea
|
||||
float scanlines = 0.5;
|
||||
if (scanlines_opacity > 0.0)
|
||||
{
|
||||
// Same technique as above, create lines with sine and applying it to the texture. Smoothstep to allow setting the line size.
|
||||
scanlines = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265))));
|
||||
text.rgb = mix(text.rgb, text.rgb * vec3(scanlines), scanlines_opacity);
|
||||
}
|
||||
|
||||
// Apply the banded noise.
|
||||
if (noise_opacity > 0.0)
|
||||
{
|
||||
// Generate a noise pattern that is very stretched horizontally, and animate it with noise_speed
|
||||
float noise = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, (TIME * (noise_speed))) ) );
|
||||
|
||||
// We use roll_line (set above) to define how big the noise should be vertically (multiplying cuts off all black parts).
|
||||
// We also add in some basic noise with random() to break up the noise pattern above. The noise is sized according to
|
||||
// the resolution value set in the inspector. If you don't like this look you can
|
||||
// change "ceil(uv * resolution) / resolution" to only "uv" to make it less pixelated. Or multiply resolution with som value
|
||||
// greater than 1.0 to make them smaller.
|
||||
roll_line *= noise * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0);
|
||||
// Add it to the texture based on noise_opacity
|
||||
text.rgb = clamp(mix(text.rgb, text.rgb + roll_line, noise_opacity), vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
// Apply static noise by generating it over the whole screen in the same way as above
|
||||
if (static_noise_intensity > 0.0)
|
||||
{
|
||||
text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME)).x, 0.0, 1.0) * static_noise_intensity;
|
||||
}
|
||||
|
||||
// Apply a black border to hide imperfections caused by the warping.
|
||||
// Also apply the vignette
|
||||
text.rgb *= border(uv);
|
||||
text.rgb *= vignette(uv);
|
||||
// Hides the black border and make that area transparent. Good if you want to add the the texture on top an image of a TV or monitor.
|
||||
if (clip_warp)
|
||||
{
|
||||
text.a = border(uv);
|
||||
}
|
||||
|
||||
// Apply discoloration to get a VHS look (lower saturation and higher contrast)
|
||||
// You can play with the values below or expose them in the Inspector.
|
||||
float saturation = 0.1;
|
||||
float contrast = 1.1;
|
||||
if (discolor)
|
||||
{
|
||||
// Saturation
|
||||
vec3 greyscale = vec3(text.r + text.g + text.b) / 3.;
|
||||
text.rgb = mix(text.rgb, greyscale, saturation);
|
||||
|
||||
// Contrast
|
||||
float midpoint = pow(0.5, 2.2);
|
||||
text.rgb = (text.rgb - vec3(midpoint)) * contrast + midpoint;
|
||||
}
|
||||
|
||||
COLOR = text;
|
||||
}
|
||||
8
assets/decoration_assets_pt_1.tscn
Normal file
@@ -0,0 +1,8 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://qd8nve0hrbic"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bbu2xjd7fgvty" path="res://assets/Models/DecorationAssetsPt1.blend" id="1_l0n6l"]
|
||||
|
||||
[node name="DecorationAssetsPt1" instance=ExtResource("1_l0n6l")]
|
||||
|
||||
[node name="Water Tower" parent="." index="2"]
|
||||
visible = false
|
||||
256
assets/garbage_bin.tscn
Normal file
@@ -105,7 +105,7 @@ texture = ExtResource("8_kupqh")
|
||||
script = ExtResource("7_pnp4a")
|
||||
|
||||
[node name="BulletRay" type="RayCast3D" parent="Head/Camera3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.10121)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.89879)
|
||||
target_position = Vector3(0, 0, -200)
|
||||
collision_mask = 7
|
||||
collide_with_areas = true
|
||||
|
||||
96
assets/powerline.tscn
Normal file
@@ -591,6 +591,7 @@ bullet = ExtResource("2_aew5r")
|
||||
casing = ExtResource("3_6esjv")
|
||||
bullet_speed = 75
|
||||
bullet_drop = 0.01
|
||||
bullet_damage = 0
|
||||
|
||||
[node name="TurretLook" type="RayCast3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00161432, 1.62046, 0.00134204)
|
||||
|
||||
123
assets/trashcan.tscn
Normal file
68
assets/water_tower.tscn
Normal file
@@ -88,7 +88,7 @@ func _unhandled_input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
self.rotate_y(-event.relative.x * SENSITIVITY)
|
||||
camera.rotate_x(-event.relative.y * SENSITIVITY)
|
||||
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(60))
|
||||
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(85))
|
||||
mouse_input = event.relative
|
||||
|
||||
|
||||
@@ -224,57 +224,58 @@ func _headbob(time) -> Vector3:
|
||||
|
||||
|
||||
func _on_pick_up_detection_body_entered(body):
|
||||
|
||||
if body.pickupType == "stamina":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "stamina"
|
||||
get_parent().add_child(pickupmsg)
|
||||
remaining_stamina += (body.rand_amt/100) * MAX_STAMINA
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "ammo":
|
||||
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)
|
||||
picked_up = true
|
||||
picked_up_text = "ammo"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "money":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "$" + str(int(body.rand_amt))
|
||||
get_parent().add_child(pickupmsg)
|
||||
level_control.money += int(body.rand_amt)
|
||||
picked_up = true
|
||||
picked_up_text = "ammo"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "jump":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "jump"
|
||||
get_parent().add_child(pickupmsg)
|
||||
double_jump = true
|
||||
picked_up = true
|
||||
picked_up_text = "double jump"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "weapon":
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
level_control.held_guns.append(body.gun_resource)
|
||||
var instance_gun = body.gun_resource.instantiate()
|
||||
level_control.ammo_current.append(instance_gun.max_ammo)
|
||||
level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
|
||||
body.queue_free()
|
||||
var weapon_id = level_control.held_guns.size() - 1
|
||||
gun.anim_player.play("swap_out")
|
||||
level_control.gun_spawn(weapon_id)
|
||||
|
||||
|
||||
if body.is_in_group("pickup"):
|
||||
if body.pickupType == "stamina":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "stamina"
|
||||
get_parent().add_child(pickupmsg)
|
||||
remaining_stamina += (body.rand_amt/100) * MAX_STAMINA
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "ammo":
|
||||
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)
|
||||
picked_up = true
|
||||
picked_up_text = "ammo"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "money":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "$" + str(int(body.rand_amt))
|
||||
get_parent().add_child(pickupmsg)
|
||||
level_control.money += int(body.rand_amt)
|
||||
picked_up = true
|
||||
picked_up_text = "ammo"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "jump":
|
||||
pickupmsg = pickup_announce.instantiate()
|
||||
pickupmsg.pickuptext = "jump"
|
||||
get_parent().add_child(pickupmsg)
|
||||
double_jump = true
|
||||
picked_up = true
|
||||
picked_up_text = "double jump"
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
body.queue_free()
|
||||
elif body.pickupType == "weapon":
|
||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||
pickup_sound.play()
|
||||
level_control.held_guns.append(body.gun_resource)
|
||||
var instance_gun = body.gun_resource.instantiate()
|
||||
level_control.ammo_current.append(instance_gun.max_ammo)
|
||||
level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
|
||||
body.queue_free()
|
||||
var weapon_id = level_control.held_guns.size() - 1
|
||||
gun.anim_player.play("swap_out")
|
||||
level_control.gun_spawn(weapon_id)
|
||||
|
||||
|
||||
func _on_pick_up_magnet_body_entered(body):
|
||||
if body.is_in_group("pickup") and body.is_in_group("magnet"):
|
||||
@@ -302,7 +303,7 @@ func weapon_bob(vel : float, delta):
|
||||
|
||||
func weapon_recoil(delta):
|
||||
var recoil_to = camera.rotation.x + gun.recoil_amount
|
||||
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))
|
||||
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
|
||||
|
||||
func die():
|
||||
Engine.time_scale = .05
|
||||
|
||||
51
walltest.tscn
Normal file
@@ -0,0 +1,51 @@
|
||||
[gd_scene load_steps=6 format=3 uid="uid://bsvm4iblmuaa"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://bu3w5slec6gib" path="res://assets/Models/brick1.png" id="1_ugull"]
|
||||
[ext_resource type="Texture2D" uid="uid://dtccywxaqkqwk" path="res://assets/Models/brick1.normal.png" id="2_v5fic"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_t7m8f"]
|
||||
resource_name = "Brick"
|
||||
cull_mode = 2
|
||||
albedo_texture = ExtResource("1_ugull")
|
||||
normal_enabled = true
|
||||
normal_texture = ExtResource("2_v5fic")
|
||||
texture_filter = 2
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_qxqqg"]
|
||||
_surfaces = [{
|
||||
"aabb": AABB(-1.5, 0, -1.5, 3, 1e-05, 3.00001),
|
||||
"format": 34896613377,
|
||||
"index_count": 6,
|
||||
"index_data": PackedByteArray(0, 0, 3, 0, 1, 0, 0, 0, 2, 0, 3, 0),
|
||||
"name": "Brick",
|
||||
"primitive": 3,
|
||||
"uv_scale": Vector4(0, 0, 0, 0),
|
||||
"vertex_count": 4,
|
||||
"vertex_data": PackedByteArray(0, 0, 0, 0, 254, 255, 0, 0, 255, 255, 0, 0, 254, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0, 0, 0)
|
||||
}]
|
||||
blend_shape_mode = 0
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_totmf"]
|
||||
resource_name = "DecorationAssetsPt1_Plane_002"
|
||||
_surfaces = [{
|
||||
"aabb": AABB(-1.5, 0, -1.5, 3, 1e-05, 3.00001),
|
||||
"attribute_data": PackedByteArray(0, 0, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 255, 255, 0, 0),
|
||||
"format": 34896613399,
|
||||
"index_count": 6,
|
||||
"index_data": PackedByteArray(0, 0, 3, 0, 1, 0, 0, 0, 2, 0, 3, 0),
|
||||
"material": SubResource("StandardMaterial3D_t7m8f"),
|
||||
"name": "Brick",
|
||||
"primitive": 3,
|
||||
"uv_scale": Vector4(0, 0, 0, 0),
|
||||
"vertex_count": 4,
|
||||
"vertex_data": PackedByteArray(0, 0, 0, 0, 254, 255, 255, 191, 255, 255, 0, 0, 254, 255, 255, 191, 0, 0, 0, 0, 0, 0, 255, 191, 255, 255, 0, 0, 0, 0, 255, 191, 255, 255, 255, 127, 255, 255, 255, 127, 255, 255, 255, 127, 255, 255, 255, 127)
|
||||
}]
|
||||
blend_shape_mode = 0
|
||||
shadow_mesh = SubResource("ArrayMesh_qxqqg")
|
||||
|
||||
[node name="brick" type="Node3D"]
|
||||
|
||||
[node name="BrickPlane" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 1.5, 0)
|
||||
mesh = SubResource("ArrayMesh_totmf")
|
||||
skeleton = NodePath("")
|
||||