diff --git a/MainMenu.tscn b/MainMenu.tscn index 4de99ee..1e0b005 100644 --- a/MainMenu.tscn +++ b/MainMenu.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=19 format=3 uid="uid://sa1d1rftyn87"] +[gd_scene load_steps=18 format=3 uid="uid://sa1d1rftyn87"] [ext_resource type="Script" uid="uid://civx1w876wd7n" path="res://scripts/main_menu.gd" id="1_haaol"] [ext_resource type="PackedScene" uid="uid://dpootbr7qgac1" path="res://Tools/playlist_generator.tscn" id="2_2rg1o"] @@ -11,7 +11,6 @@ [ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="5_lv7ko"] [ext_resource type="Shader" uid="uid://cerm6i7o65okt" path="res://assets/Shaders/blur.gdshader" id="6_x75tm"] [ext_resource type="Texture2D" uid="uid://bt6utik8unkxa" path="res://assets/Textures/ObjectTextures/money.png" id="7_ia0hc"] -[ext_resource type="Resource" uid="uid://u32xafejp3rq" path="res://GameModes/standard_stam_regen.tres" id="7_vm4j1"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_a5tps"] shader = ExtResource("2_hyw7c") @@ -80,7 +79,7 @@ offset_bottom = 2160.0 visible = false layout_mode = 1 maps_in_rotation = Array[ExtResource("4_p7b2e")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_hgnbd")]) -gamemodes_in_rotation = Array[ExtResource("4_p0ng4")]([ExtResource("5_lv7ko"), ExtResource("7_vm4j1")]) +gamemodes_in_rotation = Array[ExtResource("4_p0ng4")]([ExtResource("5_lv7ko")]) levels_per_round = 4 [node name="MarginContainer" type="MarginContainer" parent="."] diff --git a/assets/weaponresources/revolver1.tres b/assets/weaponresources/revolver1.tres index 1246eb7..b4c0c71 100644 --- a/assets/weaponresources/revolver1.tres +++ b/assets/weaponresources/revolver1.tres @@ -16,7 +16,7 @@ bullet = ExtResource("1_53e42") fire_mode = 1 fov_zoom_amt = 0.98 ads = false -recoil_amount = Vector3(0.05, 0.05, 0.05) +recoil_amount = Vector3(0.2, 0.05, 0.05) kick_amount = 0.1 max_ammo = 6 start_mags = 3 diff --git a/gamemode.gd b/gamemode.gd index edf3819..b016b1d 100644 --- a/gamemode.gd +++ b/gamemode.gd @@ -18,9 +18,10 @@ class_name gamemode @export var dash_speed = 40 @export var gravity : float = -9.8 @export var time_slowed_speed : float = .1 -@export var stamina_regen = false +@export var stamina_regen = true @export var max_stamina : float = 100 @export var stamina_drain : float = 20 +@export var stamina_gain : float = 5 @export var air_dash_max : int = 1 @export var load_save : = true @export var money_multiplier : float = 1.0 diff --git a/scripts/dead_cam.gd b/scripts/dead_cam.gd index 71d2a9e..50d30a1 100644 --- a/scripts/dead_cam.gd +++ b/scripts/dead_cam.gd @@ -1,6 +1,5 @@ extends Node3D - const DEAD_CAM_FOV = 50.0 @export var MOVE_SPEED = 30 diff --git a/scripts/player.gd b/scripts/player.gd index cecaa8f..7fc7570 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -358,7 +358,7 @@ func _physics_process(delta): SENSITIVITY = start_sensitivity if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"): if level_control.gamemode.stamina_regen == true: - remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_drain/Engine.time_scale), 0, level_control.gamemode.max_stamina) + remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina) # Reloading @@ -381,10 +381,6 @@ func _physics_process(delta): if Input.is_action_pressed("shoot"): if gun != null: gun.shoot() - - if Input.is_action_just_released("shoot"): - if gun != null: - gun.cycle_count = gun.cycle_count_start # Gun folding out of the way if gun_ray.is_colliding(): @@ -619,9 +615,9 @@ func grab_moveable(body): body.gravity_scale = 0 moveable_holder.add_child(body) body.global_position = moveable_holder.global_position - for i in body.get_children(): - if i.get_class() == "CollisionShape3D": - i.collision_layer = true + #for i in body.get_children(): + #if i.get_class() == "CollisionShape3D": + #i.collision_layer = true held_item = body func hold_item(_delta): @@ -633,9 +629,9 @@ func hold_item(_delta): func release_moveable(): held_item.gravity_scale = held_item_cache["gravity_scale"] - for i in held_item.get_children(): - if i.get_class() == "CollisionShape3D": - i.disabled = false + #for i in held_item.get_children(): + #if i.get_class() == "CollisionShape3D": + #i.disabled = false get_tree().current_scene.add_child(held_item) held_item = null diff --git a/scripts/weapon_uberscript.gd b/scripts/weapon_uberscript.gd index 8ce1f5a..fe19166 100644 --- a/scripts/weapon_uberscript.gd +++ b/scripts/weapon_uberscript.gd @@ -59,7 +59,10 @@ func _process(_delta): var rot_amount = revolver_chamber_rot_amt * _delta * 10 chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount)) revolver_chamber_rot_amt -= rot_amount - + + if Input.is_action_just_released("shoot"): + cycle_count = cycle_count_start + if weapon_info.weapon_type == 2: if tracker != null: weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_ASSIGNED_COLOR @@ -101,6 +104,8 @@ func shoot(): if GameGlobals.gun_ammo[weapon_info.gun_name] > 0 and cycle_count > 0: if !anim_player.is_playing(): GameGlobals.gun_ammo[weapon_info.gun_name] -= 1 + if weapon_info.fire_mode != 0: + cycle_count -= 1 #audio and anims anim_player.play("shoot") @@ -267,8 +272,6 @@ func bullet_fire(): player.recoil.add_gun_recoil(weapon_info.recoil_amount.x) SignalBus.emit_signal("shot_fired") - if weapon_info.fire_mode != 0: - cycle_count -= 1 func hitscan_fire(): # Fire hitscan