more hub world tweaking

This commit is contained in:
Derek
2025-02-23 16:11:53 -06:00
parent fd2a32dde9
commit a303eb6430
18 changed files with 557 additions and 143 deletions

View File

@@ -74,17 +74,17 @@ func _process(_delta):
func reload_finished():
if player.ammo_reserve[str(ammo_type)] >= max_ammo:
player.gun_ammo[gun_name] += max_ammo
player.ammo_reserve[str(ammo_type)] -= max_ammo
if GameGlobals.ammo_reserve[str(ammo_type)] >= max_ammo:
GameGlobals.gun_ammo[gun_name] += max_ammo
GameGlobals.ammo_reserve[str(ammo_type)] -= max_ammo
else:
player.gun_ammo[gun_name] += player.ammo_reserve[str(ammo_type)]
player.ammo_reserve[str(ammo_type)] -= player.ammo_reserve[str(ammo_type)]
GameGlobals.gun_ammo[gun_name] += GameGlobals.ammo_reserve[str(ammo_type)]
GameGlobals.ammo_reserve[str(ammo_type)] -= GameGlobals.ammo_reserve[str(ammo_type)]
func shoot(delta):
if player.gun_ammo[gun_name] > 0:
if GameGlobals.gun_ammo[gun_name] > 0:
if !anim_player.is_playing():
anim_player.play("shoot")
elif !anim_player.is_playing() and cycle_count != 0:
@@ -92,7 +92,7 @@ func shoot(delta):
audio_empty.play()
func fire():
player.gun_ammo[gun_name] -= 1
GameGlobals.gun_ammo[gun_name] -= 1
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
pellet_spawn()
@@ -106,15 +106,15 @@ func fire():
SignalBus.emit_signal("shot_fired")
func reload():
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:
if GameGlobals.gun_ammo[gun_name] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and GameGlobals.ammo_reserve[str(ammo_type)] > 0:
#player.reloading = true
anim_player.play("reload")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if player.gun_ammo[gun_name] == 0:
player.gun_ammo[gun_name] = 0
if GameGlobals.gun_ammo[gun_name] == 0:
GameGlobals.gun_ammo[gun_name] = 0
else:
player.gun_ammo[gun_name] = 1
GameGlobals.gun_ammo[gun_name] = 1
func pellet_spawn():
var pellets_remaining = pellets_per_shot