ammo working through weapon manager
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634
scenes/tesE29C.tmp
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634
scenes/tesE29C.tmp
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File diff suppressed because one or more lines are too long
@@ -2,20 +2,20 @@ extends Label
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const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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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 = $"../../../.."
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@onready var player = $"../../.."
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@onready var player = $"../../.."
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@onready var gun_anim = $"../gun/GunAnims"
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@onready var gun_anim = $"../gun/GunAnims"
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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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func _ready():
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func _ready():
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var viewportWidth = get_viewport().size.x
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var viewportWidth = get_viewport().size.x
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var viewportHeight = get_viewport().size.y
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var viewportHeight = get_viewport().size.y
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var viewportHeightAdjusted = viewportWidth * ASPECT_RATIO_STD
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var viewportHeightAdjusted = viewportWidth * ASPECT_RATIO_STD
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gun_index = 0
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size = Vector2(viewportWidth - (padding_amount * viewportWidth), viewportHeight - (padding_amount * viewportHeightAdjusted))
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size = Vector2(viewportWidth - (padding_amount * viewportWidth), viewportHeight - (padding_amount * viewportHeightAdjusted))
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position = Vector2(0 - (padding_amount * viewportWidth) ,0 - (padding_amount * viewportHeightAdjusted))
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position = Vector2(0 - (padding_amount * viewportWidth) ,0 - (padding_amount * viewportHeightAdjusted))
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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text = "Ammo: " + str(player.ammo) +" " + str(player.ammo_reserve)
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text = "Ammo: " + str(level_control.ammo_current[gun_index]) +" " + str(level_control.ammo_reserve[gun_index])
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@@ -29,7 +29,7 @@ func _ready():
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player.ammo = player.gun.max_ammo
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player.ammo = player.gun.max_ammo
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player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
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player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
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player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
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player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
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current_gun_index = 0
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instance_gun.gun_index = 0
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player.weapon_holder.add_child(instance_gun)
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player.weapon_holder.add_child(instance_gun)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -35,8 +35,12 @@ var cycle_count
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@export var audio_reload : Node
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@export var audio_reload : Node
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@onready var player = $"../../../../"
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@onready var player = $"../../../../"
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@onready var level_control = $"../../../../../"
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@onready var ammo_current
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var rng = RandomNumberGenerator.new()
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var rng = RandomNumberGenerator.new()
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var level_control
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var gun_index
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#var ammo_current
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var ammo_reserve
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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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func _ready():
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func _ready():
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@@ -44,7 +48,9 @@ func _ready():
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start_rotation = self.rotation
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start_rotation = self.rotation
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random_spread_start = random_spread_amt
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random_spread_start = random_spread_amt
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level_control = get_tree().get_root()
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ammo_current = level_control.ammo_current[gun_index]
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ammo_reserve = level_control.ammo_reserve[gun_index]
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if fire_mode == 0:
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if fire_mode == 0:
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cycle_count = 1
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cycle_count = 1
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@@ -64,27 +70,26 @@ func _process(delta):
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func reload_finished():
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func reload_finished():
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if player.ammo_reserve >= max_ammo:
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if level_control.ammo_reserve[gun_index] >= max_ammo:
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player.ammo += max_ammo
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level_control.ammo_current[gun_index] += max_ammo
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player.ammo_reserve -= max_ammo
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level_control.ammo_reserve[gun_index] -= max_ammo
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player.reloading = false
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player.reloading = false
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else:
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else:
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player.ammo += player.ammo_reserve
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level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
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player.ammo_reserve -= player.ammo_reserve
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level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
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player.reloading = false
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player.reloading = false
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func shoot(player,delta):
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func shoot(player,delta):
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if player.ammo > 0 and cycle_count > 0:
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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if !anim_player.is_playing():
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player.ammo -= 1
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level_control.ammo_current[gun_index] -= 1
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#RECOIL --- fix later to happen over a period of time
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#RECOIL --- fix later to happen over a period of time
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player.camera.rotation.x = clamp(lerp(player.camera.rotation.x, player.camera.rotation.x + recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60))
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player.camera.rotation.x = clamp(lerp(player.camera.rotation.x, player.camera.rotation.x + recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60))
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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audio_fire.play()
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anim_player.play("shoot")
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anim_player.play("shoot")
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# instance bullet
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# instance bullet
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var instance_bullet = bullet.instantiate()
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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instance_bullet.position = player.bullet_ray.global_position
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@@ -114,15 +119,15 @@ func shoot(player,delta):
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audio_empty.play()
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audio_empty.play()
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func reload(player,delta):
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func reload(player,delta):
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if player.ammo < max_ammo and player.reloading == false and player.ammo_reserve > 0:
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if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false and level_control.ammo_reserve[gun_index] > 0:
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player.reloading = true
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player.reloading = true
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anim_player.play("reload")
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anim_player.play("reload")
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audio_reload.play()
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audio_reload.play()
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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if player.ammo == 0:
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if level_control.ammo_current[gun_index] == 0:
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player.ammo = 0
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level_control.ammo_current[gun_index] = 0
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else:
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else:
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player.ammo = 1
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level_control.ammo_current[gun_index] = 1
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func spawn_mag():
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func spawn_mag():
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var instance_mag = mag.instantiate()
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var instance_mag = mag.instantiate()
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@@ -47,6 +47,7 @@ var gun_folded = false
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var recoiling_fade = 0
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var recoiling_fade = 0
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var bullet_destination
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var bullet_destination
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var gun_fire_pitch_starting
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var gun_fire_pitch_starting
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var current_weapon_index
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# Slow Down Variables
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# Slow Down Variables
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const SLOWSPEED = .2
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const SLOWSPEED = .2
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