tweaked crouch slide
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@@ -71,14 +71,18 @@ func _process(delta: float) -> void:
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stam_bar_visible = true
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current_stam_bar.value = player.remaining_stamina
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ammo.text = str(level_control.ammo_current[level_control.current_gun_index]) +" | " + str(level_control.ammo_reserve[level_control.current_gun_index])
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if player.gun != null:
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ammo.text = str(level_control.ammo_current[level_control.current_gun_index]) +" | " + str(level_control.ammo_reserve[level_control.current_gun_index])
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lerp_color(ammo,RED_COLOR,FULL_WHITE,level_control.ammo_current[level_control.current_gun_index],player.gun.max_ammo,.5)
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else:
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fade_in_out(ammo,1,false,10,delta)
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fade_in_out(crosshair,1,false,10,delta)
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if player.gun != null:
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gun_name.text = player.gun.gun_name
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else:
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gun_name.visible = false
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lerp_color(ammo,RED_COLOR,FULL_WHITE,level_control.ammo_current[level_control.current_gun_index],player.gun.max_ammo,.5)
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if player.remaining_stamina < 25:
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change_color(current_stam_bar,RED_COLOR,10,delta)
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@@ -15,6 +15,7 @@ const STAND_POS = Vector3(0,0.889,0)
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const SLOWSPEED = .1
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const MAX_STAMINA : float = 100
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const STAMINA_DRAIN = 20
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const HEAD_TILT_AMT = .06
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const BOB_FREQ = 1.7
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const BOB_AMP = 0.1
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const ADS_POS = Vector3(0,-.05,-.45)
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@@ -228,10 +229,11 @@ func _physics_process(delta):
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else:
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crouched = !crouched
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recoil.add_recoil(Vector3(.2,0,0),5,10)
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crouch_audio.play()
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velocity.y -= 15
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if is_on_floor():
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crouch_audio.play()
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velocity += direction * 20
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else:
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velocity.y -= 15
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#walking
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if is_on_floor() and !is_climbing:
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@@ -454,8 +456,10 @@ func _headbob(time) -> Vector3:
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var pos = Vector3.ZERO
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pos.y = sin(time * BOB_FREQ) * BOB_AMP
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pos.x = cos(time * BOB_FREQ / 2) * BOB_AMP
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if pos.y >= .07 and is_on_floor() and velocity.length() >= 1 and !footstep_sound.is_playing():
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footstep_sound.play()
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return pos
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@@ -485,7 +489,7 @@ func weapon_tilt(input_x, delta):
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if weapon_holder:
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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if camera:
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camera.rotation.z = lerp(camera.rotation.z, -input_x * .075, 5 * delta)
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camera.rotation.z = lerp(camera.rotation.z, -input_x * HEAD_TILT_AMT, 5 * delta)
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func weapon_sway(delta):
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if !ads:
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@@ -29,7 +29,8 @@ func picked_up():
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level_control.ammo_current.append(instance_gun.max_ammo)
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level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
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var weapon_id = level_control.held_guns.size() - 1
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level_control.player.gun.anim_player.play("swap_out")
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if level_control.player.gun != null:
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level_control.player.gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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queue_free()
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