bullets working better and detect collision better

still need to register hits with enemy targets and find contact point to leave bullet holes
This commit is contained in:
derek
2024-10-22 15:27:33 -05:00
parent 2e7f253609
commit b70fd94184
7 changed files with 256 additions and 58 deletions

View File

@@ -1,4 +1,4 @@
extends Node3D
extends RigidBody3D
var bullet_speed
var bullet_drop
@@ -10,74 +10,60 @@ var distance_from_player
var player_position
var player_velocity
@onready var mesh = $gunbullet1
@onready var ray = $RayCast3D
@onready var mesh = $Cylinder
@onready var particles = $GPUParticles3D
@onready var enemy_particles = $GPUParticlesEnemy
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
@onready var hit_indicator = $Audio/HitIndicator
var rng = RandomNumberGenerator.new()
var av_x
var av_y
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))
av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
rotation += Vector3(av_x,av_y,av_z)
timer.start()
visible = false
ray.target_position.z *= (bullet_speed/150)
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_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))
distance_from_player = abs(self.global_position - player_position)
if distance_from_player.x > 2 or distance_from_player.y > 2 or distance_from_player.z > 2:
visible = true
func _on_body_entered(body: Node) -> void:
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
if !body.is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
#body.add_child(instance_bullethole)
#instance_bullethole.global_transform.origin = global_position
#if (abs(body.get_collision_normal().y) > 0.99):
#instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal(), Vector3(0,0,1))
#else:
#instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal())
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if body.is_in_group("scene_rigidbody"):
body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if ray.get_collider().is_in_group("breakable"):
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
body.breaking(current_velocity)
if ray.get_collider().is_in_group("enemy_target"):
if body.is_in_group("enemy_target"):
print("enemy target hit")
hit_indicator.play()
enemy_particles.emitting = true
ray.get_collider().hit(bullet_damage)
body.hit(bullet_damage)
if ray.get_collider().is_in_group("switch"):
ray.get_collider().hit()
if body.is_in_group("switch"):
body.hit()
await get_tree().create_timer(1.0).timeout
#await get_tree().create_timer(1.0).timeout
queue_free()