Added per enemy taunts and other tweaks
This commit is contained in:
@@ -8,7 +8,7 @@ font = ExtResource("1_7a4sr")
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font_size = 500
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font_size = 500
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outline_color = Color(1, 1, 1, 0.498039)
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outline_color = Color(1, 1, 1, 0.498039)
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[node name="PickupAnnounce" type="Label"]
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[node name="DeadAnnounce" type="Label"]
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visible = false
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visible = false
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offset_right = 3440.0
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offset_right = 3440.0
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offset_bottom = 1440.0
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offset_bottom = 1440.0
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@@ -1072,6 +1072,7 @@ fire_mode = 1
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recoil_amount = Vector3(0.25, 0.1, 0.1)
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recoil_amount = Vector3(0.25, 0.1, 0.1)
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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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kick_amount = 2
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bullet_force_mod = 10
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bullet_force_mod = 10
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bullet_speed = 1500
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bullet_speed = 1500
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bullet_drop = 0.0
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bullet_drop = 0.0
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@@ -744,6 +744,7 @@ money = ExtResource("6_ihv2y")
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health_pickup = ExtResource("7_i7u4i")
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health_pickup = ExtResource("7_i7u4i")
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die_particles = ExtResource("7_w22oa")
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die_particles = ExtResource("7_w22oa")
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damage_number = ExtResource("9_rmegy")
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damage_number = ExtResource("9_rmegy")
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taunts = Array[String](["did i do that?", "you've been on my shitlist", "you like that?? you want more??", "you should try dodging", "schwing!", "hows your gut now you big cup of dumdum juice?!"])
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[node name="TurretLook" type="RayCast3D" parent="."]
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[node name="TurretLook" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00161432, 1.62046, 0.00134204)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00161432, 1.62046, 0.00134204)
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@@ -67,6 +67,7 @@ script = ExtResource("1_fcu8x")
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enemy_type = 1
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enemy_type = 1
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damage = 3.0
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damage = 3.0
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pushback = 15.0
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pushback = 15.0
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taunts = ["anybody got a toothpick?", "now that's what i call stake night", "now i gotta clean all this off"]
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[node name="Spikes1" type="MeshInstance3D" parent="."]
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[node name="Spikes1" type="MeshInstance3D" parent="."]
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mesh = SubResource("ArrayMesh_atemo")
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mesh = SubResource("ArrayMesh_atemo")
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@@ -34,37 +34,39 @@ func _physics_process(delta):
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if distance_from_player.length() > 1.5:
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if distance_from_player.length() > 1.5:
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visible = true
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visible = true
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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if ray.is_colliding():
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var body = ray.get_collider()
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if !body.is_in_group("player"):
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mesh.visible = false
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mesh.visible = false
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ray.enabled = false
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ray.enabled = false
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if ray.get_collider().is_in_group("enemy_target"):
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if body.is_in_group("enemy_target"):
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hit_indicator.play()
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hit_indicator.play()
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enemy_particles.emitting = true
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enemy_particles.emitting = true
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SignalBus.emit_signal("enemy_hit")
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SignalBus.emit_signal("enemy_hit")
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ray.get_collider().hit(bullet_damage)
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ray.get_collider().hit(bullet_damage)
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#bullethole effect
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#bullethole effect
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ray.get_collider().add_child(instance_bullethole)
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body.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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if (abs(ray.get_collision_normal().y) > 0.99):
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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if ray.get_collider().is_in_group("switch"):
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if body.is_in_group("switch"):
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ray.get_collider().hit()
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body.hit()
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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 body.is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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body.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 body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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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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ray.get_collider().breaking(current_velocity)
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queue_free()
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queue_free()
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func _on_body_entered(body: Node) -> void:
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func _on_body_entered(body: Node) -> void:
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@@ -47,7 +47,7 @@ func _ready():
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#highlight target
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#highlight target
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if target != null:
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if target != null:
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var taunt_spawn = ENEMY_TAUNT.instantiate()
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var taunt_spawn = ENEMY_TAUNT.instantiate()
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taunt_spawn.text = taunt_spawn.taunts.pick_random()
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taunt_spawn.text = target.taunts.pick_random()
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target.add_child(taunt_spawn)
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target.add_child(taunt_spawn)
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taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
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taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
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taunt_node = taunt_spawn
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taunt_node = taunt_spawn
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@@ -5,15 +5,6 @@ var start_position
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const SPEED = 3
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const SPEED = 3
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const SCALE_SPEED = 80
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const SCALE_SPEED = 80
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var taunts = ["hows your gut now you big cup of dumdum juice?",
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"did i do that?",
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"schwing!",
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"hee hee",
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"stop trying",
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"you're on my shitlist",
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"you like that?? you want more???",
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"try dodging it next time",
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"yowza!"]
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@@ -7,6 +7,7 @@ extends Node3D
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@export var hitscan_enabled : bool = false
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@export var hitscan_enabled : bool = false
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@export var fov_zoom_amt = .98
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@export var fov_zoom_amt = .98
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var kick_amount : float = .1
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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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@@ -91,13 +92,12 @@ func shoot(delta):
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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audio_fire.play()
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anim_player.play("shoot")
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anim_player.play("shoot")
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bullet_fire()
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bullet_fire()
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hitscan_fire()
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hitscan_fire()
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spawn_casing()
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spawn_casing()
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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player.recoil.add_gun_recoil(recoil_amount.x)
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#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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if fire_mode != 0:
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cycle_count -= 1
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cycle_count -= 1
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@@ -369,6 +369,10 @@ func _physics_process(delta):
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interact_ray.get_collider().linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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interact_ray.get_collider().linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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if held_item != null:
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if held_item != null:
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release_moveable()
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release_moveable()
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elif held_item != null:
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kick_audio.play()
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held_item.linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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release_moveable()
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if level_control.health <= 0:
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if level_control.health <= 0:
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level_control.die()
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level_control.die()
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@@ -134,7 +134,7 @@ func shoot(delta):
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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audio_fire.play()
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anim_player.play("shoot") #actual bullet spawn triggered by animation
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anim_player.play("shoot") #actual bullet spawn triggered by animation
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player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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if fire_mode != 0:
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cycle_count -= 1
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cycle_count -= 1
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@@ -1,6 +1,16 @@
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extends Node
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extends Node
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@export_group("Main")
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@export var room_lockdown : bool = false
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@export var room_lockdown : bool = false
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@export_group("Key")
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@export var key_drop : bool = false
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@export_enum("Silver", "Gold", "Special") var key_type: int
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@export var special_key_name : String
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@export_group("Item Drops")
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@export var ammo_drop_enabled = true
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@export var stamina_drop_enabled = true
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@export var health_drop_enabled = true
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@export var money_drop_enabled = true
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var enemies = []
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var enemies = []
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var doors = []
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var doors = []
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@@ -21,7 +31,6 @@ func _ready():
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i.room_entered.connect(room_entered)
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i.room_entered.connect(room_entered)
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i.room_exited.connect(room_exited)
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i.room_exited.connect(room_exited)
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print("Doors: " + str(doors))
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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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@@ -54,7 +63,7 @@ func _process(delta):
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# loot on last enemy
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# loot on last enemy
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if enemies.size() == 1:
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if enemies.size() == 1:
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for i in enemies:
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for i in enemies:
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i.loot_amount = 30 #later get this number from level manager
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i.loot_amount = 20 #assign loot to the last enemy drop from this section
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i.last_enemy = true
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i.last_enemy = true
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func last_enemy_dead():
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func last_enemy_dead():
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@@ -26,6 +26,8 @@ const MAX_AV = 10
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@export var health_pickup : Resource
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@export var health_pickup : Resource
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@export var die_particles : Resource
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@export var die_particles : Resource
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@export var damage_number : Resource
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@export var damage_number : Resource
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@export_group("Taunts")
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@export var taunts : Array[String] = []
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@onready var level_control = get_tree().current_scene
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@onready var level_control = get_tree().current_scene
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@onready var nav_agent = $NavigationAgent3D
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@onready var nav_agent = $NavigationAgent3D
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@@ -108,7 +110,7 @@ func _process(delta):
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move_and_slide()
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move_and_slide()
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if dying:
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if dying:
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turret.global_rotation.y += 100 * delta
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turret.global_rotation.y += 200 * delta
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#fire(barrel_1)
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#fire(barrel_1)
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#fire(barrel_2)
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#fire(barrel_2)
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@@ -117,20 +119,16 @@ func _process(delta):
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func _on_area_3d_body_part_hit(dam,bullet_damage):
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func _on_area_3d_body_part_hit(dam,bullet_damage):
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health -= dam * bullet_damage
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if !dying:
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print("health: " + str(health))
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health -= dam * bullet_damage
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if health <= 0:
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if health <= 0:
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dying_throws()
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dying_throws()
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func _on_prefire_timer_timeout():
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func _on_prefire_timer_timeout():
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#barrel 1 fire
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fire(barrel_1)
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fire(barrel_1)
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#barrel 2 fire
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fire(barrel_2)
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fire(barrel_2)
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turret_material.emission_enabled = false
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turret_material.emission_enabled = false
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prefire_timer.stop()
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prefire_timer.stop()
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postfire_timer.start()
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postfire_timer.start()
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@@ -205,7 +203,7 @@ func drop_loot(number_of_drops):
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var av_z = randf_range(-MAX_AV,MAX_AV)
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var av_z = randf_range(-MAX_AV,MAX_AV)
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# Random Item Drop
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# Random Item Drop
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rand_item.position = self.global_position
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rand_item.position = self.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
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rand_item.transform.basis = self.global_transform.basis
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rand_item.transform.basis = self.global_transform.basis
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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@@ -3,10 +3,12 @@ extends Node3D
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@export_enum("Enemy", "Trap") var enemy_type: int
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@export_enum("Enemy", "Trap") var enemy_type: int
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@export var damage : float = 1
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@export var damage : float = 1
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@export var pushback : float = 5
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@export var pushback : float = 5
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@onready var outline_meshes = [$Spikes1/MeshInstance3D]
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@export var taunts : Array[String] = []
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@onready var outline_meshes = [$Spikes1/MeshInstance3D]
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@onready var ray_cast: RayCast3D = $RayCast3D
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@onready var ray_cast: RayCast3D = $RayCast3D
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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pass # Replace with function body.
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pass # Replace with function body.
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Reference in New Issue
Block a user