rudimentary death setup

This commit is contained in:
derek
2024-07-18 14:15:09 -05:00
parent 5f67dbe6ba
commit acdfae4777
7 changed files with 186 additions and 13 deletions

View File

@@ -17,7 +17,7 @@ var player
@onready var hit_indicator = $Audio/HitIndicator
@export var bullethole : Resource
var level_control
var rng = RandomNumberGenerator.new()
var av_x
var av_y
@@ -25,7 +25,6 @@ var av_z
# Called when the node enters the scene tree for the first time.
func _ready():
#apply random rotation
av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
@@ -39,6 +38,11 @@ func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
if ray.is_colliding() and ray.get_collider().is_in_group("player"):
var player = ray.get_collider()
player.level_control.health -= bullet_damage
print(player.level_control.health)
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false