added money and money counter
This commit is contained in:
BIN
assets/Models/money1.blend
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BIN
assets/Models/money1.blend
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50
assets/Models/money1.blend.import
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50
assets/Models/money1.blend.import
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@@ -0,0 +1,50 @@
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://txjpkuh4uft6"
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path="res://.godot/imported/money1.blend-55847a66decb2b901945ba8bde1230b8.scn"
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[deps]
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source_file="res://assets/Models/money1.blend"
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dest_files=["res://.godot/imported/money1.blend-55847a66decb2b901945ba8bde1230b8.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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import_script/path=""
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_subresources={}
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gltf/naming_version=1
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gltf/embedded_image_handling=1
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blender/nodes/visible=0
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blender/nodes/punctual_lights=true
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blender/nodes/cameras=true
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blender/nodes/custom_properties=true
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blender/nodes/modifiers=1
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blender/meshes/colors=false
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blender/meshes/uvs=true
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blender/meshes/normals=true
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blender/meshes/tangents=true
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blender/meshes/skins=2
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blender/meshes/export_bones_deforming_mesh_only=false
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blender/materials/unpack_enabled=true
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blender/materials/export_materials=1
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blender/animation/limit_playback=true
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blender/animation/always_sample=true
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blender/animation/group_tracks=true
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BIN
assets/Models/money1.blend1
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BIN
assets/Models/money1.blend1
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@@ -394,10 +394,10 @@ _data = {
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[node name="mac10" node_paths=PackedStringArray("flare_light", "anim_player", "barrel_raycast", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_nb4p5")]
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[node name="mac10" node_paths=PackedStringArray("flare_light", "anim_player", "barrel_raycast", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_nb4p5")]
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script = ExtResource("2_6i1l4")
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script = ExtResource("2_6i1l4")
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gun_name = "Mac 10"
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gun_name = "Mac 10"
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recoil_amount = 0.4
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recoil_amount = 1.0
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max_ammo = 30
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max_ammo = 30
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bullet_drop = 0.1
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bullet_drop = 0.1
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random_spread_amt = 0.3
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random_spread_amt = 0.5
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fire_pitch_scale_amt = 0.1
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fire_pitch_scale_amt = 0.1
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flare_light = NodePath("mac10/SpotLight3D")
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flare_light = NodePath("mac10/SpotLight3D")
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bullet = ExtResource("3_pyl20")
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bullet = ExtResource("3_pyl20")
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123
assets/money_1.tscn
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123
assets/money_1.tscn
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File diff suppressed because one or more lines are too long
@@ -180,7 +180,7 @@ skeleton = NodePath("")
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transform = Transform3D(-3.23167e-06, 0, -0.892729, 0, 0.892728, 0, 0.892728, 0, -3.23167e-06, 0, -0.000397999, 0)
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transform = Transform3D(-3.23167e-06, 0, -0.892729, 0, 0.892728, 0, 0.892728, 0, -3.23167e-06, 0, -0.000397999, 0)
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shape = SubResource("ConvexPolygonShape3D_vl0tx")
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shape = SubResource("ConvexPolygonShape3D_vl0tx")
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[node name="Area3D" type="Area3D" parent="."]
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[node name="Area3D" type="Area3D" parent="." groups=["pickup"]]
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collision_layer = 4
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collision_layer = 4
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collision_mask = 4
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collision_mask = 4
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@@ -35,9 +35,8 @@ collision_layer = 3
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safe_margin = 0.2
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safe_margin = 0.2
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script = ExtResource("1_x7wms")
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script = ExtResource("1_x7wms")
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SENSITIVITY = 0.008
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SENSITIVITY = 0.008
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BOB_AMP = 0.085
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weapon_holder = NodePath("Head/Camera3D/WeaponHolder")
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weapon_holder = NodePath("Head/Camera3D/WeaponHolder")
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weapon_sway_amount = 0.1
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weapon_rotation_amount = 0.1
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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visible = false
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visible = false
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@@ -424,10 +424,11 @@ _data = {
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script = ExtResource("2_7rsti")
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script = ExtResource("2_7rsti")
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gun_name = "Ye Ol' Revolver"
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gun_name = "Ye Ol' Revolver"
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fire_mode = 1
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fire_mode = 1
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fov_zoom_amt = 0.95
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fov_zoom_amt = 0.96
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recoil_amount = 1.0
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recoil_amount = 2.0
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max_ammo = 6
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max_ammo = 6
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bullet_damage = 5
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bullet_damage = 5
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bullet_force_mod = 100
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bullet_speed = 300
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bullet_speed = 300
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bullet_drop = 0.0
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bullet_drop = 0.0
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random_spread_amt = 0.1
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random_spread_amt = 0.1
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@@ -422,8 +422,8 @@ gun_2 = ExtResource("3_gjst3")
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[node name="Player" parent="." instance=ExtResource("2_f87c2")]
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[node name="Player" parent="." instance=ExtResource("2_f87c2")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.0295, 1.4435, 21.1166)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.0295, 1.4435, 21.1166)
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weapon_sway_amount = 0.05
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weapon_sway_amount = 0.07
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weapon_rotation_amount = 0.05
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weapon_rotation_amount = 0.07
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(-0.387515, 0.144211, -0.910514, 0, 0.987688, 0.156434, 0.921863, 0.0606208, -0.382744, 0, 0, 0)
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transform = Transform3D(-0.387515, 0.144211, -0.910514, 0, 0.987688, 0.156434, 0.921863, 0.0606208, -0.382744, 0, 0, 0)
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@@ -1,6 +1,7 @@
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extends Label
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extends Label
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@onready var player = $"../../.."
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@onready var player = $"../../.."
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@onready var level_control = $"../../../.."
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const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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@export var padding_amount = .05 #multiplied by screen size
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@export var padding_amount = .05 #multiplied by screen size
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@@ -17,4 +18,4 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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text = "Stamina: " + str(int((player.remaining_stamina/player.MAX_STAMINA)*100)) + "%"
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text = "$" + str(int(level_control.money)) + "\nStamina: " + str(int((player.remaining_stamina/player.MAX_STAMINA)*100)) + "%"
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@@ -12,10 +12,11 @@ func _ready():
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func _process(delta):
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func _process(delta):
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pass
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pass
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func breaking():
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func breaking(current_velocity):
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var spawn_broken = broken_object.instantiate()
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var spawn_broken = broken_object.instantiate()
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spawn_broken.position = global_position
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spawn_broken.position = global_position
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spawn_broken.transform.basis = global_transform.basis
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spawn_broken.transform.basis = global_transform.basis
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spawn_broken.rotation = rotation
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spawn_broken.rotation = rotation
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get_tree().get_root().add_child(spawn_broken)
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get_tree().get_root().add_child(spawn_broken)
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queue_free()
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queue_free()
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@@ -5,7 +5,7 @@ var bullet_drop
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var random_spread_amt
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var random_spread_amt
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var bullet_damage
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var bullet_damage
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var instance_bullethole
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var instance_bullethole
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var gun
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var bullet_force_mod = 1.0
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@onready var mesh = $gunbullet1
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@onready var mesh = $gunbullet1
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@onready var ray = $RayCast3D
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@onready var ray = $RayCast3D
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@@ -49,17 +49,17 @@ func _process(delta):
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ray.enabled = false
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ray.enabled = false
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#bullethole effect
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#bullethole effect
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#instance_bullethole = gun.bullethole.instantiate()
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ray.get_collider().add_child(instance_bullethole)
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
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#move rigidbodies
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#move rigidbodies
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if ray.get_collider().is_in_group("scene_rigidbody"):
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if ray.get_collider().is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * 5)
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if ray.get_collider().is_in_group("breakable"):
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if ray.get_collider().is_in_group("breakable"):
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ray.get_collider().breaking()
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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if ray.get_collider().is_in_group("enemy"):
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if ray.get_collider().is_in_group("enemy"):
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@@ -8,6 +8,7 @@ extends Node3D
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var stamina = load("res://assets/stamina_pickup.tscn")
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var stamina = load("res://assets/stamina_pickup.tscn")
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var ammo = load("res://assets/ammo_pickup.tscn")
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var ammo = load("res://assets/ammo_pickup.tscn")
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var jump = load("res://assets/jump_pickup.tscn")
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var jump = load("res://assets/jump_pickup.tscn")
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var money = load("res://assets/money_1.tscn")
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@onready var timer = $Timer
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@onready var timer = $Timer
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@onready var cannonparticles = $cannonparticles
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@onready var cannonparticles = $cannonparticles
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@@ -34,7 +35,7 @@ func _process(delta):
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func _on_timer_timeout():
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func _on_timer_timeout():
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# Random Variables
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# Random Variables
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var lv_y = rng.randf_range(CANNON_MIN_POWER,CANNON_MAX_POWER)
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var lv_y = rng.randf_range(CANNON_MIN_POWER,CANNON_MAX_POWER)
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var rand_selector = int(round(rng.randf_range(1,2)))
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var rand_selector = int(round(rng.randf_range(1,3)))
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var rand_timer = rng.randf_range(TIMER_MIN,TIMER_MAX)
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var rand_timer = rng.randf_range(TIMER_MIN,TIMER_MAX)
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match rand_selector:
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match rand_selector:
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@@ -43,7 +44,7 @@ func _on_timer_timeout():
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2:
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2:
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rand_select = ammo
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rand_select = ammo
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3:
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3:
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rand_select = jump
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rand_select = money
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# Reset Timer
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# Reset Timer
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timer.wait_time = rand_timer #rand_timer
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timer.wait_time = rand_timer #rand_timer
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@@ -14,7 +14,7 @@ var cycle_count
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@export var max_ammo = 15
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@export var max_ammo = 15
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@export var start_mags = 3
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@export var start_mags = 3
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@export var bullet_damage = 1
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@export var bullet_damage = 1
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@export var kick_amount = 1
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@export var bullet_force_mod = 5.0
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@export var bullet_speed = 150
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@export var bullet_speed = 150
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@export var bullet_drop = .3
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@export var bullet_drop = .3
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@export var random_spread_amt = 1.0
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@export var random_spread_amt = 1.0
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@@ -75,11 +75,11 @@ func reload_finished():
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if level_control.ammo_reserve[gun_index] >= max_ammo:
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if level_control.ammo_reserve[gun_index] >= max_ammo:
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level_control.ammo_current[gun_index] += max_ammo
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level_control.ammo_current[gun_index] += max_ammo
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level_control.ammo_reserve[gun_index] -= max_ammo
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level_control.ammo_reserve[gun_index] -= max_ammo
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player.reloading = false
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#player.reloading = false
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else:
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else:
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level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
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level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
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level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
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level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
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player.reloading = false
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#player.reloading = false
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func shoot(player,delta):
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func shoot(player,delta):
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@@ -103,8 +103,8 @@ func shoot(player,delta):
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.gun = self
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get_tree().get_root().add_child(instance_bullet)
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get_tree().get_root().add_child(instance_bullet)
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||||||
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# Casing transform
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# Casing transform
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@@ -121,8 +121,8 @@ func shoot(player,delta):
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audio_empty.play()
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audio_empty.play()
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|
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func reload(player,delta):
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func reload(player,delta):
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if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false and level_control.ammo_reserve[gun_index] > 0:
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if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
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||||||
player.reloading = true
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#player.reloading = true
|
||||||
anim_player.play("reload")
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anim_player.play("reload")
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||||||
audio_reload.play()
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audio_reload.play()
|
||||||
if anim_player.is_playing() and anim_player.current_animation == "reload":
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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||||||
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|||||||
@@ -22,8 +22,8 @@ var start_sensitivity
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|||||||
@export var BOB_AMP = 0.08
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@export var BOB_AMP = 0.08
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||||||
@export var t_bob = 1.0
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@export var t_bob = 1.0
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||||||
@export var weapon_holder : Node3D
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@export var weapon_holder : Node3D
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||||||
@export var weapon_sway_amount : float = 5
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@export var weapon_sway_amount : float = .1
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||||||
@export var weapon_rotation_amount : float = 1
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@export var weapon_rotation_amount : float = .1
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||||||
@export_subgroup("FOV")
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@export_subgroup("FOV")
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||||||
@export var BASE_FOV : float = 80
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@export var BASE_FOV : float = 80
|
||||||
@export var FOV_CHANGE = 1.5
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@export var FOV_CHANGE = 1.5
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||||||
@@ -223,6 +223,16 @@ func _on_pick_up_detection_body_entered(body):
|
|||||||
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||||
pickup_sound.play()
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pickup_sound.play()
|
||||||
body.queue_free()
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body.queue_free()
|
||||||
|
elif body.pickupType == "money":
|
||||||
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pickupmsg = pickup_announce.instantiate()
|
||||||
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pickupmsg.pickuptext = "$" + str(int(body.rand_amt))
|
||||||
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get_parent().add_child(pickupmsg)
|
||||||
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level_control.money += int(body.rand_amt)
|
||||||
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picked_up = true
|
||||||
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picked_up_text = "ammo"
|
||||||
|
pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
|
||||||
|
pickup_sound.play()
|
||||||
|
body.queue_free()
|
||||||
elif body.pickupType == "jump":
|
elif body.pickupType == "jump":
|
||||||
pickupmsg = pickup_announce.instantiate()
|
pickupmsg = pickup_announce.instantiate()
|
||||||
pickupmsg.pickuptext = "jump"
|
pickupmsg.pickuptext = "jump"
|
||||||
|
|||||||
@@ -15,6 +15,7 @@ var cycle_count
|
|||||||
@export var start_mags = 3
|
@export var start_mags = 3
|
||||||
@export var bullet_damage = 1
|
@export var bullet_damage = 1
|
||||||
@export var kick_amount = 1
|
@export var kick_amount = 1
|
||||||
|
@export var bullet_force_mod = 5
|
||||||
@export var bullet_speed = 150
|
@export var bullet_speed = 150
|
||||||
@export var bullet_drop = .3
|
@export var bullet_drop = .3
|
||||||
@export var random_spread_amt = 1.0
|
@export var random_spread_amt = 1.0
|
||||||
@@ -150,16 +151,15 @@ func fire(delta):
|
|||||||
instance_bullet.bullet_drop = bullet_drop
|
instance_bullet.bullet_drop = bullet_drop
|
||||||
instance_bullet.bullet_damage = bullet_damage
|
instance_bullet.bullet_damage = bullet_damage
|
||||||
instance_bullet.random_spread_amt = random_spread_amt
|
instance_bullet.random_spread_amt = random_spread_amt
|
||||||
|
instance_bullet.bullet_force_mod = bullet_force_mod
|
||||||
instance_bullet.instance_bullethole = bullethole.instantiate()
|
instance_bullet.instance_bullethole = bullethole.instantiate()
|
||||||
instance_bullet.gun = self
|
|
||||||
get_tree().get_root().add_child(instance_bullet)
|
get_tree().get_root().add_child(instance_bullet)
|
||||||
player.weapon_recoil()
|
player.weapon_recoil()
|
||||||
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
|
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
|
||||||
|
|
||||||
|
|
||||||
func reload(player,delta):
|
func reload(player,delta):
|
||||||
if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false and level_control.ammo_reserve[gun_index] > 0:
|
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
|
||||||
player.reloading = true
|
|
||||||
anim_player.play("reload")
|
anim_player.play("reload")
|
||||||
audio_reload.play()
|
audio_reload.play()
|
||||||
for i in bullet_array:
|
for i in bullet_array:
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ const MAX_AV = 10
|
|||||||
|
|
||||||
var stamina = load("res://assets/stamina_pickup.tscn")
|
var stamina = load("res://assets/stamina_pickup.tscn")
|
||||||
var ammo = load("res://assets/ammo_pickup.tscn")
|
var ammo = load("res://assets/ammo_pickup.tscn")
|
||||||
var jump = load("res://assets/jump_pickup.tscn")
|
var money = load("res://assets/money_1.tscn")
|
||||||
var die_particles = load("res://assets/die_particles.tscn")
|
var die_particles = load("res://assets/die_particles.tscn")
|
||||||
var particlespawn
|
var particlespawn
|
||||||
var rng = RandomNumberGenerator.new()
|
var rng = RandomNumberGenerator.new()
|
||||||
@@ -52,7 +52,7 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
|
|||||||
|
|
||||||
#pickup drop
|
#pickup drop
|
||||||
while number_of_drops > 0:
|
while number_of_drops > 0:
|
||||||
var rand_selector = int(round(rng.randf_range(1,2)))
|
var rand_selector = int(round(rng.randf_range(1,3)))
|
||||||
var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
|
var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
|
||||||
var lv_y = rng.randf_range(0,MAX_LV)
|
var lv_y = rng.randf_range(0,MAX_LV)
|
||||||
var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
|
var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
|
||||||
@@ -66,7 +66,7 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
|
|||||||
2:
|
2:
|
||||||
rand_select = ammo
|
rand_select = ammo
|
||||||
3:
|
3:
|
||||||
rand_select = jump
|
rand_select = money
|
||||||
# Random Item Drop
|
# Random Item Drop
|
||||||
rand_item = rand_select.instantiate()
|
rand_item = rand_select.instantiate()
|
||||||
rand_item.position = self.global_position
|
rand_item.position = self.global_position
|
||||||
|
|||||||
Reference in New Issue
Block a user