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

@@ -1,6 +1,6 @@
extends CharacterBody3D
var player = null
var player
@export var health = 3
@export var number_of_drops = 3
@@ -19,7 +19,7 @@ const MAX_AV = 10
@onready var level_control = get_tree().current_scene
@onready var nav_agent = $NavigationAgent3D
@onready var target = $body/target
#@onready var target = $body/target
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@onready var barrel_2 = $TurretLook/Turret/Barrel2
@@ -57,7 +57,7 @@ var knocked = false
var stunned = false
func _ready():
player = get_node(player_path)
player = level_control.player
turret_material.emission_enabled = false
#randomly start the postfire timer so enemy turrets aren't synced
@@ -69,13 +69,15 @@ func _process(delta):
# Navigation
if !knocked:
velocity = hive_velocity
if hive_velocity:
velocity = hive_velocity
if !stunned:
spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
if player != null:
spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
else:
body.rotation.y = lerp(body.rotation.y, body.rotation.y + 10, delta * .1)
turret_look.rotation.y = lerp(turret_look.rotation.y,turret_look.rotation.y - 10,delta * .5)
@@ -130,6 +132,7 @@ func _on_prefire_timer_timeout():
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.fired_by = self
get_tree().get_root().add_child(instance_bullet)
#barrel 2 fire
@@ -140,6 +143,7 @@ func _on_prefire_timer_timeout():
instance_bullet2.bullet_drop = bullet_drop
instance_bullet2.random_spread_amt = random_spread_amt
instance_bullet2.bullet_damage = bullet_damage
instance_bullet2.fired_by = self
get_tree().get_root().add_child(instance_bullet2)
turret_material.emission_enabled = false