started fixing stamina
This commit is contained in:
@@ -322,21 +322,6 @@ size = Vector3(16.16, 0.645, 4.82)
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[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_jn2ik"]
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data = PackedVector3Array(-8.08, 0.3225, 2.41, 8.08, 0.3225, 2.41, -8.08, -0.3225, 2.41, 8.08, 0.3225, 2.41, 8.08, -0.3225, 2.41, -8.08, -0.3225, 2.41, 8.08, 0.3225, -2.41, -8.08, 0.3225, -2.41, 8.08, -0.3225, -2.41, -8.08, 0.3225, -2.41, -8.08, -0.3225, -2.41, 8.08, -0.3225, -2.41, 8.08, 0.3225, 2.41, 8.08, 0.3225, -2.41, 8.08, -0.3225, 2.41, 8.08, 0.3225, -2.41, 8.08, -0.3225, -2.41, 8.08, -0.3225, 2.41, -8.08, 0.3225, -2.41, -8.08, 0.3225, 2.41, -8.08, -0.3225, -2.41, -8.08, 0.3225, 2.41, -8.08, -0.3225, 2.41, -8.08, -0.3225, -2.41, 8.08, 0.3225, 2.41, -8.08, 0.3225, 2.41, 8.08, 0.3225, -2.41, -8.08, 0.3225, 2.41, -8.08, 0.3225, -2.41, 8.08, 0.3225, -2.41, -8.08, -0.3225, 2.41, 8.08, -0.3225, 2.41, -8.08, -0.3225, -2.41, 8.08, -0.3225, 2.41, 8.08, -0.3225, -2.41, -8.08, -0.3225, -2.41)
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[sub_resource type="Animation" id="Animation_ygmb7"]
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resource_name = "open"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector3(0, 8.64712, -4.97979), Vector3(0, 8.64712, -8.696)]
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}
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[sub_resource type="Animation" id="Animation_ju5y1"]
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length = 0.001
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tracks/0/type = "value"
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@@ -367,6 +352,21 @@ tracks/0/keys = {
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"values": [Vector3(0, 8.64712, -8.696), Vector3(0, 8.64712, -4.97979)]
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}
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[sub_resource type="Animation" id="Animation_ygmb7"]
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resource_name = "open"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector3(0, 8.64712, -4.97979), Vector3(0, 8.64712, -8.696)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_3smhb"]
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_data = {
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"RESET": SubResource("Animation_ju5y1"),
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@@ -383,21 +383,6 @@ size = Vector3(4.28, 3.97, 0.49)
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[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_g1eis"]
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data = PackedVector3Array(-2.14, 1.985, 0.245, 2.14, 1.985, 0.245, -2.14, -1.985, 0.245, 2.14, 1.985, 0.245, 2.14, -1.985, 0.245, -2.14, -1.985, 0.245, 2.14, 1.985, -0.245, -2.14, 1.985, -0.245, 2.14, -1.985, -0.245, -2.14, 1.985, -0.245, -2.14, -1.985, -0.245, 2.14, -1.985, -0.245, 2.14, 1.985, 0.245, 2.14, 1.985, -0.245, 2.14, -1.985, 0.245, 2.14, 1.985, -0.245, 2.14, -1.985, -0.245, 2.14, -1.985, 0.245, -2.14, 1.985, -0.245, -2.14, 1.985, 0.245, -2.14, -1.985, -0.245, -2.14, 1.985, 0.245, -2.14, -1.985, 0.245, -2.14, -1.985, -0.245, 2.14, 1.985, 0.245, -2.14, 1.985, 0.245, 2.14, 1.985, -0.245, -2.14, 1.985, 0.245, -2.14, 1.985, -0.245, 2.14, 1.985, -0.245, -2.14, -1.985, 0.245, 2.14, -1.985, 0.245, -2.14, -1.985, -0.245, 2.14, -1.985, 0.245, 2.14, -1.985, -0.245, -2.14, -1.985, -0.245)
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[sub_resource type="Animation" id="Animation_a3htr"]
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resource_name = "open"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector3(0, 1.94405, 4.78278), Vector3(0, 5.43481, 4.78278)]
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}
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[sub_resource type="Animation" id="Animation_jbusa"]
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length = 0.001
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tracks/0/type = "value"
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@@ -428,6 +413,21 @@ tracks/0/keys = {
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"values": [Vector3(0, 5.43481, 4.78278), Vector3(0, 1.94405, 4.78278)]
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}
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[sub_resource type="Animation" id="Animation_a3htr"]
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resource_name = "open"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector3(0, 1.94405, 4.78278), Vector3(0, 5.43481, 4.78278)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_hkwf6"]
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_data = {
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"RESET": SubResource("Animation_jbusa"),
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@@ -67,7 +67,7 @@ script = ExtResource("1_fcu8x")
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enemy_type = 1
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damage = 3.0
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pushback = 15.0
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taunts = ["anybody got a toothpick?", "now that's what i call stake night", "now i gotta clean all this off"]
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taunts = Array[String](["anybody got a toothpick?", "now that's what i call stake night", "now i gotta clean all this off"])
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[node name="Spikes1" type="MeshInstance3D" parent="."]
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mesh = SubResource("ArrayMesh_atemo")
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@@ -1,6 +1,6 @@
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extends CharacterBody3D
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const WALK_TRANSITION_SPEED = 8
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const WALK_TRANSITION_SPEED = 7
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const MAX_AIR_DASH = 1
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const FLASHLIGHT_BRIGHTNESS = 30
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const KICK_AMOUNT = 20
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@@ -8,8 +8,9 @@ const LAND_CAMERA_TILT : Vector3 = Vector3(-1,0,0)
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const WALK_SPEED = 12.0
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const SPRINT_SPEED = 15.0
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const DASH_SPEED = 40
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const SLOWSPEED = .15
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const STAMINA_DRAIN = 100
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const SLOWSPEED = .1
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const MAX_STAMINA : float = 100
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const STAMINA_DRAIN = 200
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var speed
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var double_jump = true
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@@ -27,7 +28,6 @@ var mouse_input : Vector2
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@export_group("Player Movement")
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@export var DASH_STAM_REQ = 10
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@export var MAX_STAMINA = 1800
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@export var JUMP_VELOCITY = 6
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@export var SENSITIVITY = .01
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@export var sensitivity_shift = true
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@@ -77,7 +77,7 @@ var held_item_mass_cache
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var held_item_rotation = Vector3(0,0,0)
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# Slow Down Variables
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var remaining_stamina = MAX_STAMINA
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var remaining_stamina : float = MAX_STAMINA
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# Pickups
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var picked_up = false
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var picked_up_text
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@@ -242,25 +242,24 @@ func _physics_process(delta):
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# Game Speed
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if !level_control.paused:
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if Input.is_action_pressed("slow_down") and remaining_stamina > 0 :
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Engine.time_scale = lerp(0, 1, SLOWSPEED)
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Engine.time_scale = lerp(Engine.time_scale, SLOWSPEED, delta * 20)
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gun.random_spread_amt = 0
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AudioServer.set_bus_effect_enabled(0,0,true)
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camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
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if sensitivity_shift == true:
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SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
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if remaining_stamina > 0:
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remaining_stamina -= 1000 * delta
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remaining_stamina = clamp(remaining_stamina - (delta * STAMINA_DRAIN),0,MAX_STAMINA)
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else:
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Engine.time_scale = 1
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Engine.time_scale = lerp(Engine.time_scale, 1.0, delta * 50)
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gun.random_spread_amt = gun.random_spread_start
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AudioServer.set_bus_effect_enabled(0,0,false)
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if sensitivity_shift == true:
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camera.fov = lerp(camera.fov, BASE_FOV, delta * .5)
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SENSITIVITY = start_sensitivity
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if remaining_stamina < MAX_STAMINA:
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remaining_stamina += STAMINA_DRAIN * delta
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elif remaining_stamina > MAX_STAMINA * 1.01:
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remaining_stamina -= (STAMINA_DRAIN)/2 * delta
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if remaining_stamina < MAX_STAMINA and !Input.is_action_pressed("slow_down"):
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remaining_stamina = clamp(remaining_stamina + (delta * STAMINA_DRAIN/10), 0, MAX_STAMINA)
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# Reloading
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if Input.is_action_just_pressed("reload"):
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