finishing up and merging to main
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="First Person Test"
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config/name="First Person Test"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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run/main_scene="res://scenes/test_level_2v2NOENEMIES.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -4,7 +4,7 @@ const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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@export var padding_amount = .05 #multiplied by screen size
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@export var padding_amount = .05 #multiplied by screen size
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@onready var level_control = get_tree().current_scene
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@onready var level_control = get_tree().current_scene
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@onready var player = get_tree().current_scene.player
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@onready var player = get_tree().current_scene.player
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@onready var gun_anim = $"../gun/GunAnims"
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var gun_index
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var gun_index
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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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@@ -315,7 +315,7 @@ func weapon_tilt(input_x, delta):
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if weapon_holder:
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if weapon_holder:
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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if camera:
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if camera:
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camera.rotation.z = lerp(camera.rotation.z, -input_x * .1, 5 * delta)
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camera.rotation.z = lerp(camera.rotation.z, -input_x * .075, 5 * delta)
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func weapon_sway(delta):
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func weapon_sway(delta):
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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11
scripts/weapon_recoil.gd
Normal file
11
scripts/weapon_recoil.gd
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@@ -0,0 +1,11 @@
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extends Node3D
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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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pass # Replace with function body.
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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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