bullet physics seem better, need to figure out collisions and collision points
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@@ -77,11 +77,15 @@ height = 1.53305
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radius = 0.055
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[node name="Bullet" type="RigidBody3D"]
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collision_layer = 0
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top_level = true
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collision_layer = 32
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collision_mask = 109
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mass = 0.1
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center_of_mass_mode = 1
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continuous_cd = true
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contact_monitor = true
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max_contacts_reported = 1
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max_contacts_reported = 10
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angular_damp = 100.0
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script = ExtResource("1_oj0f5")
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[node name="Cylinder" type="MeshInstance3D" parent="."]
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@@ -119,7 +123,4 @@ stream = ExtResource("3_6j0l2")
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
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shape = SubResource("CylinderShape3D_tqvit")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, -1)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@@ -1,10 +1,11 @@
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[gd_scene load_steps=14 format=3 uid="uid://dq3pqbjg7o241"]
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[gd_scene load_steps=15 format=3 uid="uid://dq3pqbjg7o241"]
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[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_iqxey"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_bbv4q"]
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[ext_resource type="Material" uid="uid://br2pyyyl2n3cx" path="res://assets/materials/prototype/prototype1.tres" id="3_ol40x"]
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[ext_resource type="PackedScene" uid="uid://b5eclfg0cmmal" path="res://assets/revolver_1.tscn" id="3_tt31v"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="4_1k4dj"]
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[ext_resource type="PackedScene" uid="uid://cnfc8rtk6l1d8" path="res://assets/crate1.tscn" id="6_4jfab"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_s7a4u"]
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sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
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@@ -25,6 +26,21 @@ glow_enabled = true
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[sub_resource type="BoxShape3D" id="BoxShape3D_1u1id"]
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[sub_resource type="Animation" id="Animation_qlawa"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(6.78104, 1.26555, -18.3016)]
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}
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[sub_resource type="Animation" id="Animation_l1fwm"]
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resource_name = "new_animation"
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length = 7.0
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@@ -42,21 +58,6 @@ tracks/0/keys = {
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"values": [Vector3(6.78104, 1.26555, -18.3016), Vector3(6.78104, 8.4087, -18.3016), Vector3(-4.99932, 8.4087, -18.3016), Vector3(21.2047, 8.4087, -18.3016), Vector3(21.2047, 8.4087, -18.3016), Vector3(21.2047, 8.4087, 16.4439)]
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}
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[sub_resource type="Animation" id="Animation_qlawa"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(6.78104, 1.26555, -18.3016)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_dlky4"]
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_data = {
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"RESET": SubResource("Animation_qlawa"),
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@@ -104,3 +105,6 @@ libraries = {
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"": SubResource("AnimationLibrary_dlky4")
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}
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autoplay = "new_animation"
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[node name="Crate1" parent="." instance=ExtResource("6_4jfab")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 17.8157, 3.08948, -17.9593)
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@@ -21,7 +21,7 @@ var player_velocity
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func _ready():
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visible = false
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -33,10 +33,11 @@ func _physics_process(delta):
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visible = true
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func _on_body_entered(body: Node) -> void:
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if body.is_in_group("testtest"):
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if !body.is_in_group("player"):
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mesh.visible = false
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#bullethole effect
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@@ -47,9 +48,9 @@ func _on_body_entered(body: Node) -> void:
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#else:
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#instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal())
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#move rigidbodies
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if body.is_in_group("scene_rigidbody"):
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body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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##move rigidbodies
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#if body.is_in_group("scene_rigidbody"):
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#body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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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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@@ -200,14 +200,14 @@ func _physics_process(delta):
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#initiate fast movement -- may be done with this block
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#change sounds with speed
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if moving_fast:
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var wind_volume = clamp( velocity.length() - 20 ,-20,10)
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var wind_volume = clamp( velocity.length() - 20 ,-80,10)
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ear_wind.volume_db = wind_volume
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#reset at apex
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#cache fastest speed
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if abs(velocity.y) > moving_fast_top_speed:
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moving_fast_top_speed = abs(velocity.y)
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#print("TOP SPEED = " + str(moving_fast_top_speed))
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#Land Sound
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if velocity.y < .1 and self.is_on_floor() and moving_fast == true:
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print("LAND SOUND")
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