death camera mostly working
This commit is contained in:
@@ -17,6 +17,7 @@ var ammo_drop = [[load("res://assets/ammo_pickup.tscn")],["ammo"]]
|
||||
var stamina_drop = [[load("res://assets/stamina_pickup.tscn")],["stamina"]]
|
||||
var health_drop = [[load("res://assets/health_pickup.tscn")],["health"]]
|
||||
var money_drop = [[load("res://assets/money_pickup.tscn")],["money"]]
|
||||
var dead_player = preload("res://assets/dead_cam.tscn")
|
||||
const CLEARED_ANNOUNCE = preload("res://assets/cleared_announce.tscn")
|
||||
const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
|
||||
|
||||
@@ -29,6 +30,7 @@ var current_gun_index
|
||||
var particle_number = 0
|
||||
var enemy_hiveminds = []
|
||||
var remaining_enemies
|
||||
var last_hit : Node
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
@@ -49,22 +51,23 @@ func _ready():
|
||||
if money_drop_enabled == true:
|
||||
pickups.append(money_drop)
|
||||
|
||||
#Set up starting guns and ammo
|
||||
held_guns = [gun_1]
|
||||
var instance_gun = held_guns[0].instantiate()
|
||||
ammo_current[0] = instance_gun.max_ammo
|
||||
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
|
||||
|
||||
if gun_2 != null:
|
||||
held_guns.append(gun_2)
|
||||
var instance_gun_2 = held_guns[1].instantiate()
|
||||
ammo_current.append(instance_gun_2.max_ammo)
|
||||
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
|
||||
if player:
|
||||
#Set up starting guns and ammo
|
||||
held_guns = [gun_1]
|
||||
var instance_gun = held_guns[0].instantiate()
|
||||
ammo_current[0] = instance_gun.max_ammo
|
||||
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
|
||||
|
||||
if gun_2 != null:
|
||||
held_guns.append(gun_2)
|
||||
var instance_gun_2 = held_guns[1].instantiate()
|
||||
ammo_current.append(instance_gun_2.max_ammo)
|
||||
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
|
||||
|
||||
# Spawn first gun
|
||||
current_gun_index = 0
|
||||
gun_spawn(0)
|
||||
|
||||
# Spawn first gun
|
||||
current_gun_index = 0
|
||||
gun_spawn(0)
|
||||
|
||||
#find enemy hiveminds
|
||||
for node in get_tree().get_nodes_in_group("enemy_hivemind"):
|
||||
enemy_hiveminds.append(node)
|
||||
@@ -74,8 +77,11 @@ func _ready():
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(_delta):
|
||||
pass
|
||||
|
||||
|
||||
|
||||
func gun_spawn(index):
|
||||
|
||||
#loop around if scrolling past available guns
|
||||
if index > held_guns.size() - 1:
|
||||
index = 0
|
||||
@@ -111,21 +117,24 @@ func cleared():
|
||||
|
||||
func die():
|
||||
Engine.time_scale = .05
|
||||
AudioServer.set_bus_effect_enabled(0,0,true)
|
||||
var deadmsg = DEAD_ANNOUNCE.instantiate()
|
||||
get_parent().add_child(deadmsg)
|
||||
await get_tree().create_timer(.3).timeout
|
||||
get_tree().reload_current_scene()
|
||||
#var instance_dead = dead_player.instantiate()
|
||||
#instance_dead.position = head.global_position
|
||||
#instance_dead.transform.basis = head.global_transform.basis
|
||||
#get_tree().get_root().add_child(instance_dead)
|
||||
var instance_dead = dead_player.instantiate()
|
||||
instance_dead.global_position = player.global_position
|
||||
instance_dead.transform.basis = player.global_transform.basis
|
||||
#instance_dead.camera.rotation = player.camera.rotation
|
||||
instance_dead.target = last_hit
|
||||
get_tree().get_root().add_child(instance_dead)
|
||||
instance_dead.camera.current = true
|
||||
player.dead = true
|
||||
player.gun.visible = false
|
||||
player.crosshair.visible = false
|
||||
|
||||
|
||||
func pickup_spawn():
|
||||
var item_type = pickups.pick_random()
|
||||
var item_spawn = item_type[0][0].instantiate()
|
||||
var item_name = item_type[1][0]
|
||||
|
||||
|
||||
print(item_name)
|
||||
item_spawn.rand_amt = randi_range(25,100)
|
||||
return item_spawn
|
||||
|
||||
Reference in New Issue
Block a user