more fixes to machete but not working yet

This commit is contained in:
Derek
2025-01-27 19:52:52 -06:00
parent 61dad77f04
commit f49e17a908
7 changed files with 198 additions and 70 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=112 format=4 uid="uid://6agmt1hqlhww"]
[gd_scene load_steps=111 format=4 uid="uid://6agmt1hqlhww"]
[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_sbpvn"]
[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_fn4vb"]
@@ -39,7 +39,6 @@
[ext_resource type="PackedScene" uid="uid://cucqbjb8bcha5" path="res://assets/blunderbuss_pickup.tscn" id="38_1e38i"]
[ext_resource type="PackedScene" uid="uid://cdpxctwwi12j" path="res://assets/ladder_collision_check.tscn" id="41_brca2"]
[ext_resource type="PackedScene" uid="uid://h05qay3qri4e" path="res://assets/switch_1.tscn" id="42_rmbqr"]
[ext_resource type="PackedScene" uid="uid://bshuvj6xeaiiq" path="res://assets/machete.tscn" id="43_k8ftm"]
[ext_resource type="PackedScene" uid="uid://bcmd7elfjhppe" path="res://assets/tree_1.tscn" id="43_o23bq"]
[ext_resource type="PackedScene" uid="uid://hp4xn8oqdxnd" path="res://assets/machete_pickup.tscn" id="44_j62x2"]
[ext_resource type="PackedScene" uid="uid://dlhjacsike5a4" path="res://assets/oildrum1.tscn" id="45_eatji"]
@@ -2032,11 +2031,8 @@ transform = Transform3D(1, 0, 0, 0, 0.589387, 0, 0, 0, 1, 3.73803, -5.75175, 15.
[node name="Switch1" parent="." instance=ExtResource("42_rmbqr")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -1.63531, 1.62721, 8.4082)
[node name="Machete" parent="." instance=ExtResource("43_k8ftm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.44723, 1.44374, 9.96268)
[node name="machete_pickup" parent="." instance=ExtResource("44_j62x2")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.60621, 1.38605, 10.9619)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.74172, 0.204712, 11.2157)
[connection signal="body_entered" from="Room1/RoomCheck" to="Room1/RoomCheck" method="_on_body_entered"]
[connection signal="body_exited" from="Room1/RoomCheck" to="Room1/RoomCheck" method="_on_body_exited"]

View File

@@ -35,6 +35,7 @@ func _process(delta):
func _on_timer_timeout():
collision_shape.disabled = true
gravity_scale = .1
await get_tree().create_timer(1).timeout
queue_free()

File diff suppressed because one or more lines are too long

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@@ -209,6 +209,8 @@ func pickup_spawn(randomized):
i_weight = 1.0 - clamp(float(player.ammo_reserve[str(i)]) / float(expected_ammo["shotgun"]),0,1)
4:
i_weight = 1.0 - clamp(float(player.ammo_reserve[str(i)]) / float(expected_ammo["rocket"]),0,1)
5:
i_weight = 0
if i_weight > ammo_weight:
ammo_weight = i_weight
ammo_type_weight[i] = i_weight + drop_chance_minimum

View File

@@ -44,7 +44,7 @@ func _physics_process(delta):
if body.has_method("hit"):
hit_indicator.play()
enemy_particles.emitting = true
ray.get_collider().hit(bullet_damage)
body.hit(bullet_damage)
#bullethole effect
body.add_child(instance_bullethole)

View File

@@ -0,0 +1,15 @@
extends Area3D
var bullet_damage
@onready var machete: Node3D = $"../.."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
bullet_damage = machete.bullet_damage
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View File

@@ -5,6 +5,7 @@ extends Node3D
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Light", "Medium", "Heavy", "Shotgun", "Rocket","Melee") var ammo_type: int
@export var collision_shape : Node
@export var fov_zoom_amt = 0
@export var ads : bool = false
@export var recoil_amount : Vector3 = Vector3(0,.2,.2)
@@ -31,7 +32,7 @@ var gun_index
# Called when the node enters the scene tree for the first time.
func _ready():
pass
collision_shape.disabled = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
@@ -46,8 +47,23 @@ func shoot(delta):
player.recoil.add_gun_recoil(recoil_amount.x)
SignalBus.emit_signal("shot_fired")
func collider_enable():
collision_shape.disabled = false
func collider_disable():
collision_shape.disabled = true
func swapped_out():
queue_free()
func vibration():
Input.start_joy_vibration(0,.1,.5,.1)
func _on_area_3d_body_entered(body: Node3D) -> void:
if body.has_method("hit"):
body.hit(bullet_damage)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1)
body.breaking(current_velocity)