pruned player script

This commit is contained in:
derek
2025-05-15 16:30:30 -05:00
parent c91c34f220
commit a988151e8f
3 changed files with 22 additions and 52 deletions

View File

@@ -202,7 +202,6 @@ void fragment() {
} }
" "
graph_offset = Vector2(136.595, -145.056)
modes/blend = 1 modes/blend = 1
modes/cull = 2 modes/cull = 2
varyings/WorldPos = "0,4" varyings/WorldPos = "0,4"

View File

@@ -46,6 +46,8 @@ bullet_damage = 1
smoke_enabled = false smoke_enabled = false
bullet_force_mod = 5.0 bullet_force_mod = 5.0
bullet_speed = 100 bullet_speed = 100
decibels_of_gunfire_sound = 160.0
max_distance_heard = 75
vibration_weak_magnitude = 0.1 vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5 vibration_strong_magnitude = 0.5
vibration_duration = 0.1 vibration_duration = 0.1

View File

@@ -42,11 +42,8 @@ var last_ground_pos
@export_group("Game Settings") @export_group("Game Settings")
@export var AUDIO = true @export var AUDIO = true
@export_group("Player Movement") @export_group("Player Movement")
@export var DASH_STAM_REQ = 10 @export var DASH_STAM_REQ = 10
@export var SENSITIVITY = .01 @export var SENSITIVITY = .01
@export var sensitivity_shift = true
var start_sensitivity
@export_subgroup("Head Bob & Gun Sway") @export_subgroup("Head Bob & Gun Sway")
@export var t_bob = 1.0 @export var t_bob = 1.0
@export var weapon_holder : Node3D @export var weapon_holder : Node3D
@@ -60,7 +57,26 @@ var start_sensitivity
var gun : Node var gun : Node
var holstered_gun_id : int var holstered_gun_id : int
var gun_is_holstered = false 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 dead_player : Resource = load("res://assets/dead_cam.tscn")
@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu @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_2: RayCast3D = $wall_ray2
@onready var wall_ray_3: RayCast3D = $wall_ray3 @onready var wall_ray_3: RayCast3D = $wall_ray3
@onready var hitmarker = load("res://hitmarker.tscn") @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 animation_player: AnimationPlayer = $AnimationPlayer
@onready var head = $Head @onready var head = $Head
@onready var camera = $Head/Recoil/Camera3D @onready var camera = $Head/Recoil/Camera3D
@@ -150,6 +122,7 @@ var controlled_elsewhere = false
@onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound @onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound
@onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect @onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect
@onready var wall_jump_timer: Timer = $WallJumpTimer @onready var wall_jump_timer: Timer = $WallJumpTimer
@onready var remaining_stamina : float = level_control.gamemode.max_stamina
func _ready(): func _ready():
level_control.player = self level_control.player = self
@@ -162,7 +135,6 @@ func _ready():
weapon_holder_start_pos = weapon_holder.position weapon_holder_start_pos = weapon_holder.position
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
start_sensitivity = SENSITIVITY
var viewportWidth = get_viewport().size.x var viewportWidth = get_viewport().size.x
var viewportHeight = get_viewport().size.y 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) 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) AudioServer.set_bus_effect_enabled(0,0,true)
clock_sound.play() clock_sound.play()
if sensitivity_shift == true:
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, (delta * 100) / Engine.time_scale)
if remaining_stamina > 0: if remaining_stamina > 0:
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_drain) / Engine.time_scale),0,level_control.gamemode.max_stamina)
else: else:
@@ -359,7 +329,6 @@ func _physics_process(delta):
Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale) Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
clock_sound.stop() clock_sound.stop()
AudioServer.set_bus_effect_enabled(0,0,false) 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 remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"):
if level_control.gamemode.stamina_regen == true: 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) remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)