About to start work on gun swapper #checkpoint

This commit is contained in:
derek
2024-07-15 10:19:35 -05:00
parent d4bafbc0bf
commit cdcc2db8e7
10 changed files with 68 additions and 52 deletions

View File

@@ -1,12 +1,17 @@
extends Node3D
@export var player : Node
@export var gun_1 : Resource
@export var gun_2 : Resource
var held_guns = [gun_1,gun_2]
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
var instance_loop_times = held_guns.length()
while instance_loop_times > -1:
held_guns[instance_loop_times]
instance_loop_times -= 1
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):

View File

@@ -60,16 +60,15 @@ func _process(delta):
pass
func _on_gun_anims_animation_finished(anim_name):
if anim_name == "reload":
if player.ammo_reserve >= max_ammo:
player.ammo += max_ammo
player.ammo_reserve -= max_ammo
player.reloading = false
else:
player.ammo += player.ammo_reserve
player.ammo_reserve -= player.ammo_reserve
player.reloading = false
func reload_finished():
if player.ammo_reserve >= max_ammo:
player.ammo += max_ammo
player.ammo_reserve -= max_ammo
player.reloading = false
else:
player.ammo += player.ammo_reserve
player.ammo_reserve -= player.ammo_reserve
player.reloading = false
func shoot(player,delta):

View File

@@ -12,7 +12,6 @@ var y_magnet
var z_magnet
@export var pickupType: String
# Called when the node enters the scene tree for the first time.
func _ready():
rand_amt = rng.randf_range(10.0,100.0)

View File

@@ -73,11 +73,16 @@ func _ready():
start_sensitivity = SENSITIVITY
#Set up gun variables
var instance_gun = level_control.gun_1.instantiate()
instance_gun.global_transform.origin = weapon_spawner.position
gun = instance_gun
def_weapon_holder_pos = weapon_holder.position
ammo = gun.max_ammo
ammo_reserve = gun.max_ammo * gun.start_mags
bullet_damage = gun.bullet_damage
gun_fire_pitch_starting = gun.audio_fire.pitch_scale
weapon_holder.add_child(instance_gun)
#turn off audio if unchecked in player
if AUDIO == false:
@@ -254,6 +259,7 @@ func _on_pick_up_detection_body_entered(body):
func _on_pick_up_magnet_body_entered(body):
if body.is_in_group("pickup"):
body.collision_shape.disabled = true
var pickup_direction = self.global_position - body.global_position
body.linear_velocity += pickup_direction * 5