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