tweaks to hud and finally have the machete... kind of working?
This commit is contained in:
@@ -281,11 +281,10 @@ cast_shadow = 0
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mesh = SubResource("ArrayMesh_io6u4")
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mesh = SubResource("ArrayMesh_io6u4")
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skeleton = NodePath("")
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skeleton = NodePath("")
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[node name="Area3D" type="Area3D" parent="MacheteHandle"]
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[node name="Area3D" type="RigidBody3D" parent="MacheteHandle"]
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transform = Transform3D(-4.37114e-08, -1, 4.37114e-08, 0.314307, -5.5235e-08, -0.949321, 0.949321, -2.77573e-08, 0.314307, 0, 0.415, -0.0427188)
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transform = Transform3D(-4.37114e-08, -1, 4.37114e-08, 0.314307, -5.5235e-08, -0.949321, 0.949321, -2.77573e-08, 0.314307, 0, 0.415, -0.0427188)
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collision_layer = 128
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collision_layer = 128
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collision_mask = 232
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collision_mask = 232
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priority = 1
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script = ExtResource("12_u0mbp")
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script = ExtResource("12_u0mbp")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="MacheteHandle/Area3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="MacheteHandle/Area3D"]
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@@ -305,5 +304,3 @@ libraries = {
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[node name="Audio" type="Node3D" parent="."]
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[node name="Audio" type="Node3D" parent="."]
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[node name="Swing" type="AudioStreamPlayer3D" parent="Audio"]
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[node name="Swing" type="AudioStreamPlayer3D" parent="Audio"]
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[connection signal="body_entered" from="MacheteHandle/Area3D" to="." method="_on_area_3d_body_entered"]
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8
hud.tscn
8
hud.tscn
@@ -165,26 +165,26 @@ theme_override_constants/outline_size = 15
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text = "Gun Name"
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text = "Gun Name"
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horizontal_alignment = 2
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horizontal_alignment = 2
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[node name="HBoxContainer" type="HBoxContainer" parent="GunInfo/VBoxContainer"]
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[node name="AmmoCounter" type="HBoxContainer" parent="GunInfo/VBoxContainer"]
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layout_mode = 2
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layout_mode = 2
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size_flags_vertical = 3
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size_flags_vertical = 3
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theme = ExtResource("1_22trs")
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theme = ExtResource("1_22trs")
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theme_override_constants/separation = 50
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theme_override_constants/separation = 50
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alignment = 2
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alignment = 2
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[node name="AmmoCurrent" type="Label" parent="GunInfo/VBoxContainer/HBoxContainer"]
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[node name="AmmoCurrent" type="Label" parent="GunInfo/VBoxContainer/AmmoCounter"]
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layout_mode = 2
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layout_mode = 2
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theme = ExtResource("1_22trs")
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theme = ExtResource("1_22trs")
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theme_override_constants/outline_size = 15
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theme_override_constants/outline_size = 15
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text = "XXX"
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text = "XXX"
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horizontal_alignment = 2
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horizontal_alignment = 2
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[node name="Label" type="Label" parent="GunInfo/VBoxContainer/HBoxContainer"]
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[node name="Label" type="Label" parent="GunInfo/VBoxContainer/AmmoCounter"]
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layout_mode = 2
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layout_mode = 2
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theme_override_constants/outline_size = 15
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theme_override_constants/outline_size = 15
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text = "-"
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text = "-"
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[node name="AmmoReserve" type="Label" parent="GunInfo/VBoxContainer/HBoxContainer"]
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[node name="AmmoReserve" type="Label" parent="GunInfo/VBoxContainer/AmmoCounter"]
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layout_mode = 2
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layout_mode = 2
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theme = ExtResource("1_22trs")
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theme = ExtResource("1_22trs")
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theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
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theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
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@@ -27,4 +27,3 @@ func hit(bullet_damage):
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func _on_body_entered(body: Node3D) -> void:
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func _on_body_entered(body: Node3D) -> void:
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hit(body.bullet_damage)
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hit(body.bullet_damage)
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SignalBus.emit_signal("enemy_hit")
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SignalBus.emit_signal("enemy_hit")
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body.despawn()
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@@ -19,9 +19,10 @@ var crosshair_target
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@onready var stamina_bar: TextureProgressBar = $StaminaBar
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@onready var stamina_bar: TextureProgressBar = $StaminaBar
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@onready var stamina_bar_2: ProgressBar = $StaminaBar2
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@onready var stamina_bar_2: ProgressBar = $StaminaBar2
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var ammo_counter: HBoxContainer = $GunInfo/VBoxContainer/AmmoCounter
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@onready var gun_name: Label = $"GunInfo/VBoxContainer/Gun Name"
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@onready var gun_name: Label = $"GunInfo/VBoxContainer/Gun Name"
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@onready var ammo_current: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoCurrent
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@onready var ammo_current: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoCurrent
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@onready var ammo_reserve: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoReserve
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@onready var ammo_reserve: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoReserve
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@onready var gun_info: MarginContainer = $GunInfo
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@onready var gun_info: MarginContainer = $GunInfo
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@onready var money: Label = $Money
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@onready var money: Label = $Money
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@onready var crosshair: TextureRect = $Crosshair
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@onready var crosshair: TextureRect = $Crosshair
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@@ -114,10 +115,11 @@ func _process(delta: float) -> void:
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if player.gun != null:
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if player.gun != null:
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if GameGlobals.gun_ammo.has(player.gun.gun_name) and GameGlobals.gun_ammo[player.gun.gun_name] != null:
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if GameGlobals.gun_ammo.has(player.gun.gun_name) and GameGlobals.gun_ammo[player.gun.gun_name] != null:
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ammo_counter.visible = true
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ammo_current.text = str(GameGlobals.gun_ammo[player.gun.gun_name]).pad_zeros(2)
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ammo_current.text = str(GameGlobals.gun_ammo[player.gun.gun_name]).pad_zeros(2)
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lerp_color(ammo_current,RED_COLOR,FULL_WHITE,GameGlobals.gun_ammo[player.gun.gun_name],player.gun.max_ammo,.5)
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lerp_color(ammo_current,RED_COLOR,FULL_WHITE,GameGlobals.gun_ammo[player.gun.gun_name],player.gun.max_ammo,.5)
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else:
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else:
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ammo_current.text = "-"
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ammo_counter.visible = false
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if GameGlobals.ammo_reserve.has(str(player.gun.ammo_type)):
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if GameGlobals.ammo_reserve.has(str(player.gun.ammo_type)):
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ammo_reserve.text = str(GameGlobals.ammo_reserve[str(player.gun.ammo_type)]).pad_zeros(3)
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ammo_reserve.text = str(GameGlobals.ammo_reserve[str(player.gun.ammo_type)]).pad_zeros(3)
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lerp_color(ammo_reserve,RED_COLOR,FULL_WHITE,GameGlobals.ammo_reserve[str(player.gun.ammo_type)],player.gun.max_ammo*2,.5)
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lerp_color(ammo_reserve,RED_COLOR,FULL_WHITE,GameGlobals.ammo_reserve[str(player.gun.ammo_type)],player.gun.max_ammo*2,.5)
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@@ -1,4 +1,4 @@
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extends Area3D
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extends Node
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var bullet_damage
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var bullet_damage
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@@ -8,8 +8,3 @@ var bullet_damage
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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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bullet_damage = machete.bullet_damage
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bullet_damage = machete.bullet_damage
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -39,7 +39,7 @@ func _ready():
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func _process(_delta):
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func _process(_delta):
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if blade_ray.is_colliding():
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if blade_ray.is_colliding():
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var body = blade_ray.get_collider()
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var body = blade_ray.get_collider()
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if body.has_method("hit"):
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if body != null and body.has_method("hit"):
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body.hit(bullet_damage)
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body.hit(bullet_damage)
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func shoot(delta):
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func shoot(delta):
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