more hud work

This commit is contained in:
derek
2024-12-13 15:20:17 -06:00
parent 9bb5332ba6
commit ec75bffb70
29 changed files with 178 additions and 81 deletions

View File

@@ -5,6 +5,9 @@ extends StaticBody3D
@export var ammo_amount = 20
@onready var jump_sound = $JumpSound
var can_jump = false
var player
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
@@ -12,14 +15,17 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
if can_jump:
if Input.is_action_just_pressed("jump"):
player.velocity.y = jump_amount
jump_sound.play()
func _on_area_3d_body_entered(body):
if body.is_in_group("player"):
body.velocity.y = jump_amount
jump_sound.play()
if body.ammo < body.gun.max_ammo + ammo_amount:
body.ammo += ammo_amount
if stamina_replenish == true:
body.remaining_stamina = body.MAX_STAMINA
can_jump = true
player = body
func _on_area_3d_body_exited(body: Node3D) -> void:
if body.is_in_group("player"):
can_jump = false

View File

@@ -147,7 +147,7 @@ func _process(delta: float) -> void:
fade_in_out(current_stam_bar,STAM_BAR_MAX_OPACITY,stam_bar_visible,5,delta)
func crosshair_size_change():
crosshair_target += Vector2(40,40)
crosshair_target += Vector2(20,20)

View File

@@ -3,6 +3,8 @@ extends Control
@onready var level_control = get_tree().current_scene
@onready var player: CharacterBody3D = $"../../../.."
var paused
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
visible = false
@@ -26,16 +28,20 @@ func _on_load_pressed() -> void:
func _unhandled_input(event: InputEvent) -> void:
if Input.is_action_just_pressed("escape"):
pause()
if paused:
resume()
else:
pause()
func pause():
paused = true
get_tree().paused = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
player.toggle_hud(false)
player.pause_menu.show()
func resume():
paused = false
hide()
get_tree().paused = false
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

View File

@@ -492,12 +492,14 @@ func crouch(delta):
func aim_down_sights(delta):
if gun:
if gun.ads == true:
if ads:
if ads:
if gun.ads == true:
camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
else:
gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO

View File

@@ -56,6 +56,8 @@ func explode():
if body.is_in_group("player"):
body.velocity += clamp(blast_velocity,Vector3(-7,-7,-7),Vector3(7,7,7))
body.recoil.add_recoil(Vector3(1,.1,.1),10,10)
if body.has_method("hit") and !body.is_in_group("player"):
body.hit(1)
if body.is_in_group("enemy"):
body.knocked = true
body.stunned = true

View File

@@ -47,6 +47,9 @@ func _on_body_entered(body: Node) -> void:
if body.is_in_group("switch"):
body.hit(bullet_damage)
if body.has_method("hit") and !body.is_in_group("player"):
body.hit(1)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
body.breaking(current_velocity)

View File

@@ -133,7 +133,7 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
func _on_prefire_timer_timeout():
fire(barrel_1)
smoke.emitting = true
#await get_tree().create_timer(.5).timeout # makes it too hard lol
await get_tree().create_timer(.01).timeout # makes it too hard lol
fire(barrel_2)
smoke_2.emitting = true
turret_material.emission_enabled = false