Files
fps_project_1/scripts/dead_cam.gd
2024-08-12 00:02:03 -05:00

95 lines
2.7 KiB
GDScript

extends Node3D
@export var MOVE_SPEED = 30
@export var CAMERA_LOOK_SPEED = 20
@export var FOV_CHANGE_SPEED = 40
@onready var look_ray = $LookRay
@onready var camera = $Camera3D
@onready var timer = $Timer
@onready var level_control = get_tree().current_scene
@onready var whiteout = $Whiteout
const ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
@onready var animation_player = $AnimationPlayer
var focus_dist
var target : Node
var focus_target
var respawn_position
var respawn_rotation
var respawn_fov
const DEAD_CAM_FOV = 50.0
var respawn = false
# Called when the node enters the scene tree for the first time.
func _ready():
#set FOV
camera.fov = respawn_fov
level_control.player.ammo_counter.visible = false
level_control.player.stamina_counter.visible = false
#start timer
timer.start()
#highlight target
if target != null:
var taunt_spawn = ENEMY_TAUNT.instantiate()
taunt_spawn.text = taunt_spawn.taunts.pick_random()
target.add_child(taunt_spawn)
taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
#taunt_spawn.position = target.global_position + Vector3(0,4,0)
#target.add_child(taunt_spawn)
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):
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 + 8
camera.attributes.dof_blur_near_distance = focus_dist - 2
if target == null:
respawn = true
# Move towards and look at target
if respawn == false:
#calculate move direction
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)
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 * 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()
func _on_timer_timeout():
respawn = true
func reload_level():
get_tree().reload_current_scene()