From a988151e8f7501f90133b1de5dce87a3341cfc1a Mon Sep 17 00:00:00 2001 From: derek Date: Thu, 15 May 2025 16:30:30 -0500 Subject: [PATCH] pruned player script --- assets/jump_platform.tres | 1 - assets/rocket_launcher.tscn | 2 ++ scripts/player.gd | 71 +++++++++++-------------------------- 3 files changed, 22 insertions(+), 52 deletions(-) diff --git a/assets/jump_platform.tres b/assets/jump_platform.tres index 953c29d..2152acd 100644 --- a/assets/jump_platform.tres +++ b/assets/jump_platform.tres @@ -202,7 +202,6 @@ void fragment() { } " -graph_offset = Vector2(136.595, -145.056) modes/blend = 1 modes/cull = 2 varyings/WorldPos = "0,4" diff --git a/assets/rocket_launcher.tscn b/assets/rocket_launcher.tscn index 4aa6a79..6f38a23 100644 --- a/assets/rocket_launcher.tscn +++ b/assets/rocket_launcher.tscn @@ -46,6 +46,8 @@ bullet_damage = 1 smoke_enabled = false bullet_force_mod = 5.0 bullet_speed = 100 +decibels_of_gunfire_sound = 160.0 +max_distance_heard = 75 vibration_weak_magnitude = 0.1 vibration_strong_magnitude = 0.5 vibration_duration = 0.1 diff --git a/scripts/player.gd b/scripts/player.gd index 595e41b..350c1ee 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -42,11 +42,8 @@ var last_ground_pos @export_group("Game Settings") @export var AUDIO = true @export_group("Player Movement") - @export var DASH_STAM_REQ = 10 @export var SENSITIVITY = .01 -@export var sensitivity_shift = true -var start_sensitivity @export_subgroup("Head Bob & Gun Sway") @export var t_bob = 1.0 @export var weapon_holder : Node3D @@ -60,7 +57,26 @@ var start_sensitivity var gun : Node var holstered_gun_id : int var gun_is_holstered = false +var weapon_dip_pos = Vector3.ZERO +var gun_folded = false +var current_weapon_index +var dead = false +var hud_visible : bool = true +var held_item : Node +var held_item_cache = {} +var held_item_rotation : float = 0 +var gamespeed_controlled = false +var crouched = false +var flashlight_on : bool = false +var can_wall_jump = true +##CACHED VARS +var weapon_start_pos +var held_key_check = 0.0 +var def_weapon_holder_pos : Vector3 +var weapon_holder_start_rot +var weapon_holder_start_pos +var controlled_elsewhere = false @onready var dead_player : Resource = load("res://assets/dead_cam.tscn") @onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu @@ -73,50 +89,6 @@ var gun_is_holstered = false @onready var wall_ray_2: RayCast3D = $wall_ray2 @onready var wall_ray_3: RayCast3D = $wall_ray3 @onready var hitmarker = load("res://hitmarker.tscn") -var instance_bullet -var instance_casing -var instance_mag -var reloading = false -var bullet_damage -var def_weapon_holder_pos : Vector3 -var weapon_holder_start_rot -var weapon_holder_start_pos -var weapon_dip_pos = Vector3(0,0,0) -var gun_folded = false -var recoiling_fade = 0 -var bullet_destination -var gun_fire_pitch_starting -var current_weapon_index -var recoiling = false -var dead = false -var hud_visible : bool = true - -var held_item : Node -var held_item_cache = {} -var held_item_rotation : float = 0 - -var gamespeed_controlled = false -var crouched = false -var flashlight_on : bool = false - -##CACHED VARS -var weapon_start_pos -var held_key_check = 0.0 - -# Slow Down Variables -@onready var remaining_stamina : float = level_control.gamemode.max_stamina - -# Wall Jump -var can_wall_jump = true - -# Pickups -var picked_up = false -var picked_up_text -var pickup_announce = load("res://assets/pickup_announce.tscn") -var dead_announce = load("res://assets/dead_announce.tscn") -var pickupmsg -var controlled_elsewhere = false - @onready var animation_player: AnimationPlayer = $AnimationPlayer @onready var head = $Head @onready var camera = $Head/Recoil/Camera3D @@ -150,6 +122,7 @@ var controlled_elsewhere = false @onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound @onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect @onready var wall_jump_timer: Timer = $WallJumpTimer +@onready var remaining_stamina : float = level_control.gamemode.max_stamina func _ready(): level_control.player = self @@ -162,7 +135,6 @@ func _ready(): weapon_holder_start_pos = weapon_holder.position Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - start_sensitivity = SENSITIVITY var viewportWidth = get_viewport().size.x var viewportHeight = get_viewport().size.y @@ -349,8 +321,6 @@ func _physics_process(delta): Engine.time_scale = lerp(Engine.time_scale, level_control.gamemode.time_slowed_speed, (delta * 50) / Engine.time_scale) AudioServer.set_bus_effect_enabled(0,0,true) clock_sound.play() - if sensitivity_shift == true: - SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, (delta * 100) / Engine.time_scale) if remaining_stamina > 0: remaining_stamina = clamp(remaining_stamina - ((delta * level_control.gamemode.stamina_drain) / Engine.time_scale),0,level_control.gamemode.max_stamina) else: @@ -359,7 +329,6 @@ func _physics_process(delta): Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale) clock_sound.stop() AudioServer.set_bus_effect_enabled(0,0,false) - 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_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)