This commit is contained in:
derek
2025-02-18 09:15:23 -06:00
10 changed files with 2554 additions and 42 deletions

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@@ -1,8 +1,10 @@
[gd_scene load_steps=12 format=4 uid="uid://neb8fxkrade0"]
[gd_scene load_steps=13 format=4 uid="uid://neb8fxkrade0"]
[ext_resource type="Script" path="res://scripts/bullet_cam.gd" id="1_uvdg3"]
[ext_resource type="AudioStream" uid="uid://dqj4cx05f25jj" path="res://assets/Audio/punch-body-hard-SBA-300156881.wav" id="3_t6e3w"]
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_w2xv5"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mfpbf"]
resource_name = "bullet"
transparency = 1
@@ -83,7 +85,7 @@ radius = 0.055
[node name="BulletCam" type="RigidBody3D"]
top_level = true
collision_layer = 128
collision_mask = 225
collision_mask = 233
mass = 0.01
center_of_mass_mode = 1
continuous_cd = true
@@ -96,6 +98,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.789394)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.35947)
attributes = SubResource("CameraAttributesPractical_w2xv5")
fov = 150.0
[node name="Cylinder" type="MeshInstance3D" parent="."]
@@ -140,4 +143,14 @@ target_position = Vector3(0, 0, -2)
collision_mask = 105
collide_with_areas = true
[node name="cam_ray" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -200)
collision_mask = 105
collide_with_areas = true
[node name="Timer" type="Timer" parent="."]
wait_time = 0.01
autostart = true
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

View File

@@ -580,7 +580,7 @@ attenuation_model = 1
autoplay = true
[node name="Magnet_Timer" type="Timer" parent="."]
wait_time = 0.5
wait_time = 0.01
one_shot = true
autostart = true

View File

@@ -684,7 +684,7 @@ fov_zoom_amt = 15.0
recoil_amount = Vector3(0.02, 0.05, 0.05)
max_ammo = 20
bullet_damage = 2
bullet_speed = 1200
bullet_speed = 600
r_hand_location = NodePath("mac10/RHandLocation")
l_hand_location = NodePath("mac10/mag/LHandLocation")
flare_light = NodePath("mac10/flare")

View File

@@ -313,6 +313,9 @@ libraries = {
"": SubResource("AnimationLibrary_d0x8a")
}
[node name="velocity_ray" type="RayCast3D" parent="."]
transform = Transform3D(1, -2.21121e-11, 5.69206e-32, 2.21121e-11, 1, 0, -5.69206e-32, 1.25837e-42, 1, 0.000168126, -1.01843, -0.00105944)
[connection signal="tree_entered" from="." to="." method="_on_tree_entered"]
[connection signal="body_entered" from="pick_up_detection" to="." method="_on_pick_up_detection_body_entered"]
[connection signal="body_entered" from="pick_up_magnet" to="." method="_on_pick_up_magnet_body_entered"]

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1537
assets/revolver_2.tscn Normal file

File diff suppressed because one or more lines are too long

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=121 format=4 uid="uid://dyop6vk3rgkkb"]
[gd_scene load_steps=123 format=4 uid="uid://dyop6vk3rgkkb"]
[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_orhgl"]
[ext_resource type="Texture2D" uid="uid://dqs06ic3vjtwk" path="res://assets/Models/asphalt1.albedo.jpg" id="1_w4rag"]
@@ -40,7 +40,9 @@
[ext_resource type="Script" path="res://scripts/room_manager.gd" id="39_g18ck"]
[ext_resource type="PackedScene" uid="uid://djr7vnr1hcx82" path="res://assets/spider2.tscn" id="40_a0e3y"]
[ext_resource type="PackedScene" uid="uid://cucqbjb8bcha5" path="res://assets/blunderbuss_pickup.tscn" id="41_c48kk"]
[ext_resource type="PackedScene" uid="uid://d4suhr3allsj" path="res://assets/revolver2_pickup.tscn" id="42_2cdbd"]
[ext_resource type="PackedScene" uid="uid://dws4iro7820fc" path="res://assets/pistol1_pickup.tscn" id="42_mmvms"]
[ext_resource type="PackedScene" uid="uid://bj1y0fbjtul4a" path="res://post_processing.tscn" id="43_82hec"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_nb6x7"]
sky_top_color = Color(0.500562, 0.697334, 0.809889, 1)
@@ -1162,6 +1164,7 @@ _data = {
[node name="Test Level 2" type="Node3D" node_paths=PackedStringArray("player")]
script = ExtResource("1_orhgl")
load_save = false
player = NodePath("Player")
start_health = 10
gun_1 = ExtResource("2_6rjit")
@@ -1600,3 +1603,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.73292, 5.31488, 1.53977)
[node name="pistol1_pickup" parent="." instance=ExtResource("42_mmvms")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.6973, 5.37926, -0.000322819)
[node name="pistol1_pickup2" parent="." instance=ExtResource("42_2cdbd")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.93409, 5.69926, 1.22332)
[node name="PostProcessing" parent="." instance=ExtResource("43_82hec")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.35692, 7.15345, 5.33085)

View File

@@ -20,6 +20,12 @@ var player_cam_FOV : float
var opaque_color = Color(0.702, 0.557, 0.224)
var transparent_color = Color(0.702, 0.557, 0.224, 0)
var record_id = 0
#replay path
var bullet_path = {}
var on_replay = false
@onready var level_control = get_tree().current_scene
@onready var player = level_control.player
@onready var mesh = $Cylinder
@@ -30,15 +36,18 @@ var transparent_color = Color(0.702, 0.557, 0.224, 0)
@onready var camera: Camera3D = $Camera3D
@onready var camera_handle: Node3D = $CameraHandle
@onready var bullet_material = mesh.get_surface_override_material(0)
@onready var cam_ray: RayCast3D = $cam_ray
const BULLET_CAM_FOV : float = 130
const BULLET_SENSITIVITY : float = 1
func _input(event):
if event is InputEventMouseMotion and hold_cam_pos == null:
var av_y = -event.relative.x * BULLET_SENSITIVITY
var av_x = -event.relative.y * BULLET_SENSITIVITY
angular_velocity += transform.basis * Vector3(av_x,av_y,0)
if !on_replay:
if event is InputEventMouseMotion and hold_cam_pos == null:
var av_y = -event.relative.x * BULLET_SENSITIVITY
var av_x = -event.relative.y * BULLET_SENSITIVITY
angular_velocity += transform.basis * Vector3(av_x,av_y,0)
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -54,26 +63,33 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
camera.fov = lerp(player_cam_FOV,BULLET_CAM_FOV, delta * 3000)
camera.fov = lerp(player_cam_FOV,BULLET_CAM_FOV, (delta * 300)/Engine.time_scale)
linear_velocity = transform.basis * Vector3(0, 0, -bullet_speed)
var distance_to_cam = camera.global_position.distance_to(camera_handle.global_position) / (distance_to_cam_start*2)
bullet_material.albedo_color = lerp(transparent_color,opaque_color,distance_to_cam)
if hold_cam_pos != null:
camera.global_position = hold_cam_pos
else:
camera.global_position = lerp(camera.global_position,camera_handle.global_position, delta * 300)
#if hold_cam_pos != null:
#camera.global_position = hold_cam_pos
#else:
camera.global_position = lerp(camera.global_position,camera_handle.global_position, delta * 300)
if ray.is_colliding() and hold_cam_pos == null:
hold_cam_pos = camera.global_position
Engine.time_scale = .005
if Input.is_action_pressed("sprint"):
Engine.time_scale = .05
else:
Engine.time_scale = .01
focus_on_target()
log_path(delta)
func _on_body_entered(body: Node) -> void:
if !body.is_in_group("player"):
print("BULLET PATH: ",bullet_path)
ray.enabled = false
if ray.is_colliding():
@@ -96,11 +112,35 @@ func _on_body_entered(body: Node) -> void:
body.breaking(current_velocity)
despawn()
func focus_on_target():
const BLUR_AMOUNT = .1
camera.attributes.dof_blur_far_enabled = true
camera.attributes.dof_blur_far_distance = camera.global_position.distance_to(cam_ray.get_collision_point()) + 5.0
camera.attributes.dof_blur_near_enabled = true
camera.attributes.dof_blur_amount = lerp(0.0,BLUR_AMOUNT,1.0 - Engine.time_scale)
func log_path(delta):
var frame_info = {
"global_position" : global_position,
"global_rotation" : global_rotation,
"delta" : delta
}
bullet_path[record_id] = frame_info
record_id += 1
func despawn():
player.camera.current = true
player.controlled_elsewhere = false
player.gamespeed_controlled = false
#visible = false
#collision_shape.disabled = true
#await get_tree().create_timer(1).timeout
queue_free()
var read_record = record_id - 1
for i in bullet_path:
if read_record > 1:
camera.global_position = lerp(bullet_path[read_record]["global_position"],bullet_path[read_record-1]["global_position"],bullet_path[read_record]["delta"])
await get_tree().create_timer(bullet_path[read_record]["delta"]).timeout
read_record -= 1
if read_record <= 0:
player.camera.current = true
player.controlled_elsewhere = false
player.gamespeed_controlled = false
##visible = false
##collision_shape.disabled = true
##await get_tree().create_timer(1).timeout
queue_free()

View File

@@ -2,7 +2,9 @@ extends CharacterBody3D
const JUMP_VELOCITY = 5
const JUMP_WEAPON_DIP = Vector3(0,-5,0)
const WALK_TRANSITION_SPEED = 7
const AIR_TRANSITION_SPEED = 7
const GROUND_TRANSITION_SPEED = 4
const MAX_AIR_DASH = 1
const FLASHLIGHT_BRIGHTNESS = 30
const KICK_AMOUNT = 20
@@ -30,6 +32,7 @@ const L_JOYSTICK_DEADZONE = .2
const L_JOYSTICK_SENSITIVITY = .1
var speed
var walk_transition_speed
var double_jump = true
var air_dash = MAX_AIR_DASH
var gravity = 9.8
@@ -70,6 +73,7 @@ var gun_is_holstered = false
@onready var level_control = get_tree().current_scene
@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
@onready var velocity_ray: RayCast3D = $velocity_ray
@onready var hitmarker = load("res://hitmarker.tscn")
var instance_bullet
var instance_casing
@@ -216,13 +220,16 @@ func _physics_process(delta):
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
weapon_dip_pos += JUMP_WEAPON_DIP
crouched = false
elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
if Input.is_action_just_pressed("jump"):
if is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
weapon_dip_pos += JUMP_WEAPON_DIP
crouched = false
elif wall_jump():
velocity += 2 * Vector3(-velocity.x,10,-velocity.z)
elif double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
## HANDLE MOVEMENT DIRECTION
var input_dir
@@ -263,9 +270,10 @@ func _physics_process(delta):
#walking
if is_on_floor() and !is_climbing:
walk_transition_speed = AIR_TRANSITION_SPEED
if direction:
velocity.x = lerp(velocity.x, direction.x * speed, delta * WALK_TRANSITION_SPEED)
velocity.z = lerp(velocity.z, direction.z * speed, delta * WALK_TRANSITION_SPEED)
velocity.x = lerp(velocity.x, direction.x * speed, delta * walk_transition_speed)
velocity.z = lerp(velocity.z, direction.z * speed, delta * walk_transition_speed)
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
@@ -551,6 +559,15 @@ func ladder_collide():
else:
gravity = default_gravity
func wall_jump():
velocity_ray.rotation = velocity.normalized()
print("VELOCITY NORMALIZED: ",velocity.normalized())
print("VELOCITY RAY ROTATION: ", velocity_ray.rotation)
if velocity_ray.is_colliding():
return true
else:
return false
## VARIOUS ACTIONS
func flashlight_toggle():
if flashlight_on:
@@ -717,7 +734,8 @@ func weapon_sway(delta):
func weapon_bob(vel : float, delta):
if weapon_holder:
weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta
if gun != null and !ads and !gun.ads:
weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta
if vel > 2 and is_on_floor():
var speed_adjust = speed/WALK_SPEED
var bob_amount : float = 0.05

View File

@@ -42,7 +42,15 @@ func breaking(bullet_velocity):
#pickup drop
while number_of_drops > 0:
var rand_item = level_control.pickup_spawn()
var pickup_spawn = level_control.item_pickup.instantiate()
var item_stats = level_control.pickup_spawn(false)
##SET VARIABLES
pickup_spawn.pickup_type = item_stats["pickup_type"]
pickup_spawn.ammo_type = item_stats["ammo_type"]
pickup_spawn.value = item_stats["value"]
var lv_x = randf_range(-MAX_LV,MAX_LV)
var lv_y = randf_range(0,MAX_LV)
var lv_z = randf_range(-MAX_LV,MAX_LV)
@@ -51,11 +59,11 @@ func breaking(bullet_velocity):
var av_z = randf_range(-MAX_AV,MAX_AV)
# Random Item Drop
rand_item.position = self.global_position
rand_item.transform.basis = self.global_transform.basis
rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
get_tree().get_root().add_child(rand_item)
pickup_spawn.position = self.global_position
pickup_spawn.transform.basis = self.global_transform.basis
pickup_spawn.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
pickup_spawn.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
get_tree().get_root().add_child(pickup_spawn)
number_of_drops -= 1
#animate dead