enemy reloads each bullet, added servo sound

This commit is contained in:
derek
2025-04-22 14:48:48 -05:00
parent 3a58b2f49d
commit e7fd5bd4b3
13 changed files with 230 additions and 52 deletions

View File

@@ -7,6 +7,8 @@ var player
var last_enemy : bool = false
@export var start_health = 3
@export var SPEED = 3.0
@export var turret_look_speed = 6
@export var max_ammo = 5
@export var loot_amount = 2
@export var nav_agent : NavigationAgent3D
@@ -17,7 +19,6 @@ var last_enemy : bool = false
@export var bullet_drop = .1
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 6
@export var die_particles : Resource
@export var damage_number : Resource
@export_group("Taunts")
@@ -54,6 +55,7 @@ $body/leg4/foot4/foot4outline,
$body/leg4/leg4outline,
$body/bodyoutline]
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
var gravity = 9.8
@@ -86,45 +88,6 @@ func _ready():
func _process(delta):
move_and_slide()
func _on_prefire_timer_timeout():
fire(barrel_1)
smoke.emitting = true
await get_tree().create_timer(.01).timeout # makes it too hard lol
fire(barrel_2)
smoke_2.emitting = true
turret_material.emission_enabled = false
prefire_timer.stop()
postfire_timer.start()
func _on_postfire_timer_timeout():
if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
prefire_timer.start()
turret_material.emission_enabled = true
else:
postfire_timer.start()
func fire(barrel):
var instance_bullet = bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.fired_by = self
instance_bullet.target_type = enemy_type
get_tree().get_root().add_child(instance_bullet)
audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
instance_casing.player_velocity = velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned")