fixed death cam fov and added damage numbers

This commit is contained in:
derek
2024-08-07 15:57:48 -05:00
parent 795e1ae7f6
commit fb1dd498b4
12 changed files with 258 additions and 46 deletions

34
scripts/DamageNumber.gd Normal file
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@@ -0,0 +1,34 @@
extends Label3D
var damage_amt
var start_position
const SPEED = 2
const SCALE_SPEED = 80
# Called when the node enters the scene tree for the first time.
func _ready():
start_position = position
var rand_scale = randf_range(.5,1.5)
scale.x = 1 * rand_scale
scale.y = 1 * rand_scale
text = str(damage_amt)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#scale.x = lerp(0,1,SCALE_SPEED * delta )
#scale.y = lerp(0,1,SCALE_SPEED * delta)
position.y += SPEED * delta
var position_diff = clamp((position.y - start_position.y)/5,0,1)
modulate = Color(1, 1, 1,1 - position_diff)
outline_modulate = Color(1, 1, 1, 1 - position_diff)
if position_diff == 1:
queue_free()

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@@ -2,6 +2,8 @@ extends Area3D
@export var damage :=1
var damage_number = preload("res://assets/damage_number.tscn")
signal body_part_hit(dam,bullet_damage)
# Called when the node enters the scene tree for the first time.
@@ -15,3 +17,8 @@ func _process(delta):
func hit(bullet_damage):
emit_signal("body_part_hit", damage, bullet_damage)
var number_spawn = damage_number.instantiate()
number_spawn.damage_amt = bullet_damage * damage
number_spawn.position = global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)

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@@ -50,7 +50,7 @@ func _process(delta):
else:
queue_free()
if ray.is_colliding() and ray.is_colliding() != null:
if ray.is_colliding() and ray.get_collider() != null:
if !ray.get_collider().is_in_group("player"):

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@@ -9,8 +9,12 @@ extends Node3D
@onready var camera = $Camera3D
@onready var timer = $Timer
@onready var level_control = get_tree().current_scene
@onready var whiteout = $Whiteout
@onready var animation_player = $AnimationPlayer
var focus_dist
var target : Node
var focus_target
var respawn_position
var respawn_rotation
var respawn_fov
@@ -19,35 +23,52 @@ var respawn = false
# Called when the node enters the scene tree for the first time.
func _ready():
#set FOV
camera.fov = respawn_fov
#start timer
timer.start()
for i in target.outline_meshes:
print(i)
i.visible = true
#highlight target
if target != null:
for i in target.outline_meshes:
i.visible = true
#set whiteout to size of screen
var viewportWidth = get_viewport().size.x
var viewportHeight = get_viewport().size.y
whiteout.size = Vector2(viewportWidth,viewportHeight)
whiteout.color = Color(1, 1, 1, 0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var focus_dist = camera.global_position.distance_to(target.global_position)
print("focus dist " + str(focus_dist))
if target != null:
focus_dist = camera.global_position.distance_to(target.global_position)
else:
focus_dist = 10.0
camera.attributes.dof_blur_far_distance = focus_dist + 2
camera.attributes.dof_blur_near_distance = focus_dist - 2
if target == null:
respawn = true
# Move towards and look at target
if target != null and respawn == false:
if respawn == false:
#calculate move direction
var target_pos_adjusted = Vector3(target.position.x -2,target.position.y + 4,target.position.z -2)
#camera.fov = lerp(respawn_fov,DEAD_CAM_FOV,delta*100)
var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.look_at(Vector3(target.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 40.0, delta * 5)
print(camera.fov)
elif respawn == true:
position = lerp(position,respawn_position,delta * MOVE_SPEED)
camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED)
#camera.fov = lerp(DEAD_CAM_FOV,respawn_fov,delta * FOV_CHANGE_SPEED)
if abs(position.x - respawn_position.x) <=.2:
reload_level()
position = lerp(position,respawn_position,delta * MOVE_SPEED * 1.5)
camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED * 1.5)
camera.fov = lerp(camera.fov, respawn_fov, delta * 10)
if global_position.distance_to(respawn_position) <= .5:
animation_player.play("whiteout")
if Input.is_action_just_pressed("escape"):
get_tree().quit()

21
scripts/level_bounds.gd Normal file
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@@ -0,0 +1,21 @@
extends Area3D
@onready var level_control = get_tree().current_scene
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_area_exited(area):
pass #level_control.die()
func _on_body_shape_exited(body_rid, body, body_shape_index, local_shape_index):
level_control.die()

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@@ -16,6 +16,12 @@ const MAX_AV = 10
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 6
@export var stamina : Resource
@export var ammo : Resource
@export var money : Resource
@export var health_pickup : Resource
@export var die_particles : Resource
@export var damage_number : Resource
@onready var level_control = get_tree().current_scene
@onready var nav_agent = $NavigationAgent3D
@@ -33,28 +39,7 @@ const MAX_AV = 10
@onready var audio_fire = $AUIDO/Fire
@onready var turret = $TurretLook/Turret
@onready var turret_material = turret.get_surface_override_material(2)
# OUTLINE MESHES
@onready var turretoutline = $TurretLook/Turret/turretoutline
@onready var foot_1_outline = $body/leg1/foot1/foot1outline
@onready var leg_1_outline = $body/leg1/leg1outline
@onready var foot_2_outline = $body/leg2/foot2/foot2outline
@onready var leg_2_outline = $body/leg2/leg2outline
@onready var foot_3_outline = $body/leg3/foot3/foot3outline
@onready var leg_3_outline = $body/leg3/leg3outline
@onready var foot_4_outline = $body/leg4/foot4/foot4outline
@onready var leg_4_outline = $body/leg4/leg4outline
@onready var bodyoutline = $body/bodyoutline
@export var stamina : Resource
@export var ammo : Resource
@export var money : Resource
@export var health_pickup : Resource
@export var die_particles : Resource
@onready var turret_look = $TurretLook
@onready var outline_meshes = [$TurretLook/Turret/turretoutline,
$body/leg1/foot1/foot1outline,
$body/leg1/leg1outline,