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

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@@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://bex03362rghym"
path="res://.godot/imported/metal-click-SBA-300020615.mp3-7eb2db5acaa426a587347c1ea39ec36a.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3"
dest_files=["res://.godot/imported/metal-click-SBA-300020615.mp3-7eb2db5acaa426a587347c1ea39ec36a.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://d0n46ursprjjs"
path="res://.godot/imported/servo-motor-SBA-300109173.mp3-1ba0a3432b1f206fca66c5964a15347b.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3"
dest_files=["res://.godot/imported/servo-motor-SBA-300109173.mp3-1ba0a3432b1f206fca66c5964a15347b.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://doenadrocnym"
path="res://.godot/imported/sliding-metal-noise-SBA-300054992.mp3-08c3aa04bd0f29a16cb71c90c7c125bb.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/sliding-metal-noise-SBA-300054992.mp3"
dest_files=["res://.godot/imported/sliding-metal-noise-SBA-300054992.mp3-08c3aa04bd0f29a16cb71c90c7c125bb.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -1,4 +1,4 @@
[gd_scene load_steps=78 format=4 uid="uid://djr7vnr1hcx82"] [gd_scene load_steps=87 format=4 uid="uid://djr7vnr1hcx82"]
[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"] [ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"] [ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
@@ -14,14 +14,20 @@
[ext_resource type="Script" uid="uid://bgxdpmc0ra6ic" path="res://scripts/enemy_die.gd" id="9_6mvds"] [ext_resource type="Script" uid="uid://bgxdpmc0ra6ic" path="res://scripts/enemy_die.gd" id="9_6mvds"]
[ext_resource type="Texture2D" uid="uid://chiol2whyb84t" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Metallic.png" id="9_cwyr0"] [ext_resource type="Texture2D" uid="uid://chiol2whyb84t" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Metallic.png" id="9_cwyr0"]
[ext_resource type="PackedScene" uid="uid://41iv1ualpttf" path="res://assets/damage_number.tscn" id="9_rmegy"] [ext_resource type="PackedScene" uid="uid://41iv1ualpttf" path="res://assets/damage_number.tscn" id="9_rmegy"]
[ext_resource type="AudioStream" uid="uid://0n251thxlnnp" path="res://assets/Audio/cannon-fire-single-shot-blast-explosion-SBA-300098885.wav" id="10_2qmhc"]
[ext_resource type="Script" uid="uid://cr3wdhodxqf3f" path="res://scripts/EnemyAttack.gd" id="10_gicen"] [ext_resource type="Script" uid="uid://cr3wdhodxqf3f" path="res://scripts/EnemyAttack.gd" id="10_gicen"]
[ext_resource type="Texture2D" uid="uid://c7bdujukdjajv" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Normal.png" id="10_wpql0"] [ext_resource type="Texture2D" uid="uid://c7bdujukdjajv" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Normal.png" id="10_wpql0"]
[ext_resource type="Texture2D" uid="uid://d0w0lon4smlhm" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Roughness.png" id="11_6mvds"] [ext_resource type="Texture2D" uid="uid://d0w0lon4smlhm" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Roughness.png" id="11_6mvds"]
[ext_resource type="Script" uid="uid://dcnmjisrxf5iv" path="res://scripts/EnemyReload.gd" id="11_ekglj"]
[ext_resource type="Material" uid="uid://cc0el8wu0au85" path="res://assets/materials/OutlineMat.tres" id="13_ee4im"] [ext_resource type="Material" uid="uid://cc0el8wu0au85" path="res://assets/materials/OutlineMat.tres" id="13_ee4im"]
[ext_resource type="Texture2D" uid="uid://dn3b6uw8xr63m" path="res://assets/Textures/Smoke/smoketest_v1_0043.png" id="14_alcfd"] [ext_resource type="Texture2D" uid="uid://dn3b6uw8xr63m" path="res://assets/Textures/Smoke/smoketest_v1_0043.png" id="14_alcfd"]
[ext_resource type="Material" uid="uid://844q0haim4uh" path="res://assets/spider2_body.tres" id="14_gicen"] [ext_resource type="Material" uid="uid://844q0haim4uh" path="res://assets/spider2_body.tres" id="14_gicen"]
[ext_resource type="PackedScene" uid="uid://2mct75k6xcia" path="res://assets/stunned_stars.tscn" id="18_ippdt"] [ext_resource type="PackedScene" uid="uid://2mct75k6xcia" path="res://assets/stunned_stars.tscn" id="18_ippdt"]
[ext_resource type="AudioStream" uid="uid://fa2k0hkmt0nq" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 001.wav" id="23_fborx"]
[ext_resource type="AudioStream" uid="uid://bex03362rghym" path="res://assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3" id="24_ekglj"]
[ext_resource type="AudioStream" uid="uid://03y840g5f326" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 002.wav" id="24_nhal8"]
[ext_resource type="AudioStream" uid="uid://bsfhh126bteon" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 003.wav" id="25_aasxo"]
[ext_resource type="AudioStream" uid="uid://d0n46ursprjjs" path="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3" id="25_lr3lm"]
[ext_resource type="AudioStream" uid="uid://br3tyu6cmgyy2" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 004.wav" id="26_1b3cb"]
[sub_resource type="ViewportTexture" id="ViewportTexture_87l3v"] [sub_resource type="ViewportTexture" id="ViewportTexture_87l3v"]
viewport_path = NodePath("SubViewport") viewport_path = NodePath("SubViewport")
@@ -796,9 +802,29 @@ size = Vector3(0.816284, 0.725159, 0.75531)
height = 0.356583 height = 0.356583
radius = 0.207031 radius = 0.207031
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ycipa"]
random_pitch = 1.1
streams_count = 4
stream_0/stream = ExtResource("23_fborx")
stream_1/stream = ExtResource("24_nhal8")
stream_2/stream = ExtResource("25_aasxo")
stream_3/stream = ExtResource("26_1b3cb")
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ekglj"]
random_pitch = 1.1
random_volume_offset_db = 0.3
streams_count = 1
stream_0/stream = ExtResource("24_ekglj")
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_4ecf4"]
random_pitch = 1.1
streams_count = 1
stream_0/stream = ExtResource("25_lr3lm")
[node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent") groups=["enemy", "persist"]] [node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent") groups=["enemy", "persist"]]
collision_layer = 8 collision_layer = 8
collision_mask = 521 collision_mask = 521
up_direction = Vector3(0.0449994, 0.998987, 0)
script = ExtResource("1_7e7fe") script = ExtResource("1_7e7fe")
nav_agent = NodePath("NavigationAgent3D") nav_agent = NodePath("NavigationAgent3D")
bullet = ExtResource("2_aew5r") bullet = ExtResource("2_aew5r")
@@ -834,6 +860,12 @@ script = ExtResource("10_gicen")
enemy = NodePath("../..") enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")] enemy_targets = [NodePath("../../body/backTarget")]
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "enemy", "enemy_targets")]
script = ExtResource("11_ekglj")
reload_sound = NodePath("../../AUIDO/Reload")
enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")]
[node name="HealthBarSprite" parent="." node_paths=PackedStringArray("character") instance=ExtResource("7_87l3v")] [node name="HealthBarSprite" parent="." node_paths=PackedStringArray("character") instance=ExtResource("7_87l3v")]
transform = Transform3D(0.254412, 0, 0, 0, 0.561068, 0, 0, 0, 1, 0, 2.41498, 0) transform = Transform3D(0.254412, 0, 0, 0, 0.561068, 0, 0, 0, 1, 0, 2.41498, 0)
billboard = 2 billboard = 2
@@ -1051,8 +1083,17 @@ one_shot = true
[node name="AUIDO" type="Node3D" parent="."] [node name="AUIDO" type="Node3D" parent="."]
[node name="Fire" type="AudioStreamPlayer3D" parent="AUIDO"] [node name="Fire" type="AudioStreamPlayer3D" parent="AUIDO"]
stream = ExtResource("10_2qmhc") stream = SubResource("AudioStreamRandomizer_ycipa")
volume_db = 10.0 volume_db = 5.0
pitch_scale = 0.7
[node name="Reload" type="AudioStreamPlayer3D" parent="AUIDO"]
stream = SubResource("AudioStreamRandomizer_ekglj")
[node name="Servo" type="AudioStreamPlayer3D" parent="AUIDO"]
stream = SubResource("AudioStreamRandomizer_4ecf4")
volume_db = -2.5
unit_size = 5.0
[connection signal="body_entered" from="body/backTarget" to="body/backTarget" method="_on_body_entered"] [connection signal="body_entered" from="body/backTarget" to="body/backTarget" method="_on_body_entered"]
[connection signal="body_part_hit" from="body/backTarget" to="." method="_on_area_3d_body_part_hit"] [connection signal="body_part_hit" from="body/backTarget" to="." method="_on_area_3d_body_part_hit"]

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@@ -12,7 +12,7 @@ config_version=5
config/name="First Person Test" config/name="First Person Test"
config/tags=PackedStringArray("fps") config/tags=PackedStringArray("fps")
run/main_scene="uid://bk4pn4k7n51ux" run/main_scene="uid://f7e0v1r6ra6c"
config/features=PackedStringArray("4.4", "Forward Plus") config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="uid://6svuq1l83al5" config/icon="uid://6svuq1l83al5"

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@@ -3,10 +3,20 @@ class_name EnemyAttack
var heartbeat : float = 3.0 var heartbeat : float = 3.0
@export var mag_size = 5
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@onready var player = get_tree().current_scene.player @onready var player = get_tree().current_scene.player
func _Enter(): var ammo
var shot_timer = 0.0
func Enter():
super()
update_waypoint() update_waypoint()
ammo = mag_size
func update_waypoint(): func update_waypoint():
enemy.nav_agent.set_target_position(player.global_position) enemy.nav_agent.set_target_position(player.global_position)
@@ -16,10 +26,24 @@ func Update(delta):
heartbeat -= delta heartbeat -= delta
else: else:
update_waypoint() update_waypoint()
#fire if player in view
if ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
ammo -= 1
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
func Physics_Update(delta): func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position) enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look.look_at(player.global_position) enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position() var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position var local_destination = destination - enemy.global_position
@@ -29,3 +53,36 @@ func Physics_Update(delta):
enemy.spider_look_next.look_at(destination) enemy.spider_look_next.look_at(destination)
var look_target = enemy.spider_look_next.global_rotation.y var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3) enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
await get_tree().create_timer(.1).timeout # makes it too hard lol
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
func reload():
await get_tree().create_timer(reload_time).timeout
ammo = mag_size
func fire(barrel):
var instance_bullet = enemy.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = enemy.bullet_speed
instance_bullet.bullet_drop = enemy.bullet_drop
instance_bullet.random_spread_amt = enemy.random_spread_amt
instance_bullet.bullet_damage = enemy.bullet_damage
instance_bullet.fired_by = enemy
instance_bullet.target_type = enemy.enemy_type
get_tree().get_root().add_child(instance_bullet)
enemy.audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = enemy.casing.instantiate()
instance_casing.position = enemy.casing_ejector.global_position
instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
get_tree().get_root().add_child(instance_casing)

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@@ -1,6 +1,7 @@
extends EnemyState extends EnemyState
class_name EnemyIdle class_name EnemyIdle
@export var idle_speed : float = 1.5
var move_direction : Vector3 var move_direction : Vector3
var scan_direction : float var scan_direction : float
@@ -19,11 +20,12 @@ func randomize_wander():
wander_time = randf_range(1,3) wander_time = randf_range(1,3)
func randomize_turret_scan(): func randomize_turret_scan():
scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT) scan_direction = -scan_direction
scan_time = randf_range(5,10)
func _Enter(): func Enter():
super()
randomize_wander() randomize_wander()
scan_direction = TURRET_TURN_AMT
func Update(delta: float): func Update(delta: float):
if wander_time > 0: if wander_time > 0:
@@ -42,12 +44,12 @@ func Physics_Update(delta : float):
var local_destination = destination - enemy.global_position var local_destination = destination - enemy.global_position
var direction = local_destination.normalized() var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1: if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed enemy.velocity = direction * idle_speed
enemy.spider_look_next.look_at(destination) enemy.spider_look_next.look_at(destination)
var look_target = enemy.spider_look_next.global_rotation.y var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3) enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta) enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,enemy.spider_look_next.rotation.y + deg_to_rad(scan_direction),delta * enemy.turret_look_speed)
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player: if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack") Transitioned.emit(self,"attack")

57
scripts/EnemyReload.gd Normal file
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@@ -0,0 +1,57 @@
extends EnemyState
class_name EnemyReload
@export var reload_time : float = 7.0
@export var reload_sound : AudioStreamPlayer3D
@export var run_distance : float = 3
@onready var player = get_tree().current_scene.player
var heartbeat : float = 3.0
var remaining_bullets
func Enter():
super()
remaining_bullets = enemy.max_ammo
enemy.servo_audio.play()
func Exit():
super()
enemy.servo_audio.play()
func update_waypoint():
var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(direction * run_distance)
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
if remaining_bullets > 0:
if !reload_sound.is_playing() and !enemy.servo_audio.is_playing():
remaining_bullets -= 1
reload_sound.play()
else:
finished_reload()
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.spider_look_next.look_at(player.global_position)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
func finished_reload():
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider() is Player:
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"idle")

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@@ -0,0 +1 @@
uid://dcnmjisrxf5iv

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@@ -7,6 +7,8 @@ var player
var last_enemy : bool = false var last_enemy : bool = false
@export var start_health = 3 @export var start_health = 3
@export var SPEED = 3.0 @export var SPEED = 3.0
@export var turret_look_speed = 6
@export var max_ammo = 5
@export var loot_amount = 2 @export var loot_amount = 2
@export var nav_agent : NavigationAgent3D @export var nav_agent : NavigationAgent3D
@@ -17,7 +19,6 @@ var last_enemy : bool = false
@export var bullet_drop = .1 @export var bullet_drop = .1
@export var random_spread_amt = .01 @export var random_spread_amt = .01
@export var bullet_damage = 1 @export var bullet_damage = 1
@export var turret_look_speed = 6
@export var die_particles : Resource @export var die_particles : Resource
@export var damage_number : Resource @export var damage_number : Resource
@export_group("Taunts") @export_group("Taunts")
@@ -54,6 +55,7 @@ $body/leg4/foot4/foot4outline,
$body/leg4/leg4outline, $body/leg4/leg4outline,
$body/bodyoutline] $body/bodyoutline]
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite @onready var health_bar_sprite: Sprite3D = $HealthBarSprite
@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
var gravity = 9.8 var gravity = 9.8
@@ -86,45 +88,6 @@ func _ready():
func _process(delta): func _process(delta):
move_and_slide() 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(): func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned") state_machine.on_child_transition(state_machine.current_state,"stunned")