Minor tweaks and bug fixes

This commit is contained in:
derek
2024-11-06 16:47:18 -06:00
parent fc00ce0fb2
commit fa054ad3ed
16 changed files with 203 additions and 43 deletions

View File

@@ -133,7 +133,7 @@ func die():
var deadmsg = DEAD_ANNOUNCE.instantiate()
get_parent().add_child(deadmsg)
var instance_dead = dead_player.instantiate()
instance_dead.global_position = player.global_position
instance_dead.global_position = player.camera.global_position
instance_dead.transform.basis = player.global_transform.basis
#instance_dead.camera.rotation = player.camera.rotation
instance_dead.target = last_hit

View File

@@ -14,6 +14,7 @@ const DEAD_CAM_FOV = 50.0
@onready var level_control = get_tree().current_scene
@onready var whiteout = $Whiteout
@onready var ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
@onready var dead_mask = preload("res://assets/dead_mask.tscn")
@onready var animation_player = $AnimationPlayer
@onready var cam_target: Node3D = $CamTarget
@@ -53,6 +54,14 @@ func _ready():
for i in target.outline_meshes:
i.visible = true
## Get Distance from player to target in meters
#var distance_to_target = global_position.distance_to(target.global_position)
#var instance_dead_mask = dead_mask.instantiate()
##instance_dead_mask.scale *= Vector3(10,10,10)
#instance_dead_mask.transform.basis = transform.basis
#instance_dead_mask.global_position = global_position
#get_tree().current_scene.add_child(instance_dead_mask)
#set whiteout to size of screen
var viewportWidth = get_viewport().size.x
@@ -98,6 +107,8 @@ func _process(delta):
look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
animation_player.play("whiteout")
3:
animation_player.play("whiteout")
func _on_timer_timeout():

View File

@@ -17,6 +17,8 @@ extends Node3D
@export var fire_pitch_scale_amt = .2
@export_group("Gun Assets")
@export_subgroup("Main Assets")
@export var r_hand_location : Node
@export var l_hand_location : Node
@export var flare_light : Node
@export var bullet : Resource
@export var bullet_fake : Resource

View File

@@ -109,6 +109,8 @@ var pickupmsg
@onready var crt_filter: ColorRect = $Head/Recoil/Camera3D/crtFilter
@onready var moveable_holder: Node3D = $Head/MoveableHolder
@onready var stand_check: RayCast3D = $StandCheck
@onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest
@onready var l_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/LHandTest
func _ready():
@@ -160,6 +162,7 @@ func _physics_process(delta):
if abs(velocity.y) >= .1:
moving_fast = true
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
velocity.y += JUMP_VELOCITY
@@ -312,23 +315,28 @@ func _physics_process(delta):
else:
held_item_rotation.y -= deg_to_rad(45)
# Weapon Swap Number 1
if Input.is_action_just_pressed("numb_1") and !gun.anim_player.is_playing():
# Weapon Swap by Numbers
if Input.is_action_just_pressed("numb_1"):
weapon_select(0)
if Input.is_action_just_pressed("numb_2") and !gun.anim_player.is_playing():
if Input.is_action_just_pressed("numb_2"):
weapon_select(1)
if Input.is_action_just_pressed("numb_3") and !gun.anim_player.is_playing():
if Input.is_action_just_pressed("numb_3"):
weapon_select(2)
if Input.is_action_just_pressed("numb_4") and !gun.anim_player.is_playing():
if Input.is_action_just_pressed("numb_4"):
weapon_select(3)
if Input.is_action_just_pressed("numb_5") and !gun.anim_player.is_playing():
if Input.is_action_just_pressed("numb_5"):
weapon_select(4)
if Input.is_action_just_pressed("numb_6"):
weapon_select(5)
if Input.is_action_just_pressed("numb_7"):
weapon_select(6)
if Input.is_action_just_pressed("numb_8"):
weapon_select(7)
if Input.is_action_just_pressed("numb_9"):
weapon_select(8)
if Input.is_action_just_pressed("numb_0"):
weapon_select(9)
# Move Held Items
if held_item != null:
var held_force_dir = moveable_holder.global_position - held_item.global_position
@@ -360,12 +368,10 @@ func _physics_process(delta):
if interact_ray.is_colliding():
if interact_ray.get_collider().is_in_group("scene_rigidbody"):
kick_audio.play()
interact_ray.get_collider().linear_velocity += transform.basis * Vector3(0,0, -KICK_AMOUNT)
interact_ray.get_collider().linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
if held_item != null:
release_moveable()
if level_control.health <= 0:
level_control.die()
@@ -391,7 +397,6 @@ func _on_pick_up_detection_body_entered(body):
func ladder_collide(is_climbing):
if is_climbing == true:
gravity = 0.0
else:
@@ -425,9 +430,10 @@ func weapon_bob(vel : float, delta):
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
func weapon_select(gun_id):
if level_control.held_guns.size() >= (gun_id + 1) and level_control.current_gun_index != gun_id:
gun.anim_player.play("swap_out")
level_control.gun_spawn(gun_id)
if !gun.anim_player.is_playing():
if level_control.held_guns.size() >= (gun_id + 1) and level_control.current_gun_index != gun_id:
gun.anim_player.play("swap_out")
level_control.gun_spawn(gun_id)
func enemy_hit():
var hitmarker_spawn = hitmarker.instantiate()

View File

@@ -23,6 +23,8 @@ var cycle_count
@export var fire_pitch_scale_amt = .2
@export_group("Gun Assets")
@export_subgroup("Main Assets")
@export var r_hand_location : Node
@export var l_hand_location : Node
@export var chamber : Node
@export var bullet : Resource
@export var bullethole : Resource
@@ -170,7 +172,7 @@ func reload(delta):
if anim_player.is_playing() and anim_player.current_animation == "reload":
level_control.ammo_current[gun_index] = 0
func spawn_casings():
func spawn_casings():
for i in casing_array:
i.visible = false
if casings_chamber_last > 0: