death camera mostly working

This commit is contained in:
derek
2024-08-06 16:57:28 -05:00
parent 5275d80d79
commit f8b0cc2964
11 changed files with 251 additions and 189 deletions

View File

@@ -56,6 +56,7 @@ var bullet_destination
var gun_fire_pitch_starting
var current_weapon_index
var recoiling = false
var dead = false
# Slow Down Variables
const SLOWSPEED = .2
@@ -98,136 +99,139 @@ func _unhandled_input(event):
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
else:
double_jump = true
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
if !dead:
# Handle Sprint
if Input.is_action_pressed("sprint") and is_on_floor():
speed = SPRINT_SPEED
else:
speed = WALK_SPEED
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction = (self.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor() and !is_climbing:
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
else:
double_jump = true
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
# Handle Sprint
if Input.is_action_pressed("sprint") and is_on_floor():
speed = SPRINT_SPEED
else:
speed = WALK_SPEED
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction = (self.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor() and !is_climbing:
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
elif is_climbing:
gravity = 0.0
if direction:
velocity.y = -direction.z * speed * .75
velocity.x = direction.x * speed * .3
else:
velocity.y = lerp(velocity.y, -direction.z * speed, delta * 6.5)
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
elif is_climbing:
gravity = 0.0
if direction:
velocity.y = -direction.z * speed * .75
velocity.x = direction.x * speed * .3
else:
velocity.y = lerp(velocity.y, -direction.z * speed, delta * 6.5)
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
# Head bob
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
# FOV
var velocity_clamped = clamp(velocity.length(), 0.5, SPRINT_SPEED * 2)
var target_fov = BASE_FOV + FOV_CHANGE * velocity_clamped
camera.fov = lerp(camera.fov, target_fov, delta * 8)
# Land sound
# Game Speed
if Input.is_action_pressed("slow_down") and remaining_stamina >0:
Engine.time_scale = lerp(0, 1, SLOWSPEED)
gun.random_spread_amt = 0
AudioServer.set_bus_effect_enabled(0,0,true)
camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
if sensitivity_shift == true:
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
if remaining_stamina >0:
remaining_stamina -= 1000 * delta
else:
Engine.time_scale = 1
gun.random_spread_amt = gun.random_spread_start
AudioServer.set_bus_effect_enabled(0,0,false)
if sensitivity_shift == true:
camera.fov = lerp(camera.fov, BASE_FOV, delta * .5)
SENSITIVITY = start_sensitivity
if remaining_stamina < MAX_STAMINA:
remaining_stamina += STAMINA_DRAIN * delta
elif remaining_stamina > MAX_STAMINA * 1.01:
remaining_stamina -= (STAMINA_DRAIN)/2 * delta
# Reloading
if Input.is_action_just_pressed("reload"):
gun.reload(delta)
if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
gun.anim_player.play("inspect")
# Shooting & fire modes
if Input.is_action_pressed("shoot"):
gun.shoot(delta)
if Input.is_action_just_released("shoot"):
gun.cycle_count = gun.cycle_count_start
# Gun folding out of the way
if gun_ray.is_colliding() and !gun_ray.get_collider().is_in_group("player"):
#check distance to wall later ?
gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
gun.position = lerp(gun.position, Vector3(gun.start_position.x+.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
gun_folded = true
elif !gun_ray.is_colliding():
gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
gun.position = lerp(gun.position, gun.start_position,delta*7)
gun_folded = false
#Weapon Swap Up
if Input.is_action_just_pressed("scroll_up") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index + 1)
#Weapon Swap Down
if Input.is_action_just_pressed("scroll_down") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index - 1)
#interact button
if Input.is_action_just_pressed("interact"):
if interact_ray.is_colliding(): # and !interact_ray.get_collider().is_in_group("interact"):
var body = interact_ray.get_collider()
body.get_parent().interact()
# Head bob
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
# FOV
var velocity_clamped = clamp(velocity.length(), 0.5, SPRINT_SPEED * 2)
var target_fov = BASE_FOV + FOV_CHANGE * velocity_clamped
camera.fov = lerp(camera.fov, target_fov, delta * 8)
# Land sound
# Game Speed
if Input.is_action_pressed("slow_down") and remaining_stamina >0:
Engine.time_scale = lerp(0, 1, SLOWSPEED)
gun.random_spread_amt = 0
AudioServer.set_bus_effect_enabled(0,0,true)
camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
if sensitivity_shift == true:
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
if remaining_stamina >0:
remaining_stamina -= 1000 * delta
else:
Engine.time_scale = 1
gun.random_spread_amt = gun.random_spread_start
AudioServer.set_bus_effect_enabled(0,0,false)
if sensitivity_shift == true:
camera.fov = lerp(camera.fov, BASE_FOV, delta * .5)
SENSITIVITY = start_sensitivity
if remaining_stamina < MAX_STAMINA:
remaining_stamina += STAMINA_DRAIN * delta
elif remaining_stamina > MAX_STAMINA * 1.01:
remaining_stamina -= (STAMINA_DRAIN)/2 * delta
# Reloading
if Input.is_action_just_pressed("reload"):
gun.reload(delta)
if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
gun.anim_player.play("inspect")
# Shooting & fire modes
if Input.is_action_pressed("shoot"):
gun.shoot(delta)
#quit game and eventually go to menu
if Input.is_action_just_pressed("escape"):
get_tree().quit()
if level_control.health <= 0:
level_control.die()
move_and_slide()
weapon_tilt(input_dir.x, delta)
weapon_sway(delta)
weapon_bob(velocity.length(), delta)
if Input.is_action_just_released("shoot"):
gun.cycle_count = gun.cycle_count_start
# Gun folding out of the way
if gun_ray.is_colliding() and !gun_ray.get_collider().is_in_group("player"):
#check distance to wall later ?
gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
gun.position = lerp(gun.position, Vector3(gun.start_position.x+.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
gun_folded = true
elif !gun_ray.is_colliding():
gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
gun.position = lerp(gun.position, gun.start_position,delta*7)
gun_folded = false
#Weapon Swap Up
if Input.is_action_just_pressed("scroll_up") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index + 1)
#Weapon Swap Down
if Input.is_action_just_pressed("scroll_down") and !gun.anim_player.is_playing():
if level_control.held_guns.size() > 1:
gun.anim_player.play("swap_out")
level_control.gun_spawn(level_control.current_gun_index - 1)
#interact button
if Input.is_action_just_pressed("interact"):
if interact_ray.is_colliding(): # and !interact_ray.get_collider().is_in_group("interact"):
var body = interact_ray.get_collider()
body.get_parent().interact()
#quit game and eventually go to menu
if Input.is_action_just_pressed("escape"):
get_tree().quit()
if level_control.health <= 0:
level_control.die()
move_and_slide()
weapon_tilt(input_dir.x, delta)
weapon_sway(delta)
weapon_bob(velocity.length(), delta)
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO