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

@@ -10,6 +10,7 @@ var rng = RandomNumberGenerator.new()
@export_group("Game Settings")
@export var AUDIO = true
@export var dead_player : Resource
@export_group("Player Movement")
@export var WALK_SPEED = 7.0
@export var SPRINT_SPEED = 15.0
@@ -204,6 +205,8 @@ func _physics_process(delta):
if Input.is_action_just_pressed("escape"):
get_tree().quit()
if level_control.health <= 0:
die()
move_and_slide()
weapon_tilt(input_dir.x, delta)
@@ -297,3 +300,12 @@ func weapon_bob(vel : float, delta):
func weapon_recoil(delta):
var recoil_to = camera.rotation.x + gun.recoil_amount
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))
func die():
Engine.time_scale = .05
await get_tree().create_timer(.3).timeout
get_tree().reload_current_scene()
#var instance_dead = dead_player.instantiate()
#instance_dead.position = head.global_position
#instance_dead.transform.basis = head.global_transform.basis
#get_tree().get_root().add_child(instance_dead)