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a/Project/.import/smoke.png-3b6bc627f6fc9efa401c7eedef6bef68.md5 +++ /dev/null @@ -1,3 +0,0 @@ -source_md5="9830d58c8a6f3e4a84b7f34d88fe4abf" -dest_md5="4bcf0b34a3c1c9263e4caf18a7a57cd6" - diff --git a/Project/.import/smoke.png-3b6bc627f6fc9efa401c7eedef6bef68.s3tc.stex b/Project/.import/smoke.png-3b6bc627f6fc9efa401c7eedef6bef68.s3tc.stex deleted file mode 100644 index b40db3d..0000000 Binary files a/Project/.import/smoke.png-3b6bc627f6fc9efa401c7eedef6bef68.s3tc.stex and /dev/null differ diff --git a/Project/data/models/barrel/scene.gltf.import b/Project/data/models/barrel/scene.gltf.import index 5f40cf1..8bccd79 100644 --- a/Project/data/models/barrel/scene.gltf.import +++ b/Project/data/models/barrel/scene.gltf.import @@ -16,11 +16,14 @@ nodes/root_name="Scene Root" nodes/root_scale=0.1 nodes/custom_script="" nodes/storage=0 +nodes/use_legacy_names=true materials/location=1 materials/storage=1 materials/keep_on_reimport=true meshes/compress=true meshes/ensure_tangents=true +meshes/octahedral_compression=true +meshes/vertex_cache_optimization=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 diff --git a/Project/data/models/barrel/textures/color.png.import b/Project/data/models/barrel/textures/color.png.import index d49ea02..f8eb151 100644 --- a/Project/data/models/barrel/textures/color.png.import +++ b/Project/data/models/barrel/textures/color.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/barrel/textures/normal.png.import b/Project/data/models/barrel/textures/normal.png.import index dd7257a..1ccca00 100644 --- a/Project/data/models/barrel/textures/normal.png.import +++ b/Project/data/models/barrel/textures/normal.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/barrel/textures/roughness.png.import b/Project/data/models/barrel/textures/roughness.png.import index d057238..f7f26de 100644 --- a/Project/data/models/barrel/textures/roughness.png.import +++ b/Project/data/models/barrel/textures/roughness.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/glock_17/scene.gltf.import b/Project/data/models/weapons/glock_17/scene.gltf.import index 654e70c..e4367a1 100644 --- a/Project/data/models/weapons/glock_17/scene.gltf.import +++ b/Project/data/models/weapons/glock_17/scene.gltf.import @@ -16,11 +16,14 @@ nodes/root_name="Scene Root" nodes/root_scale=1.0 nodes/custom_script="" nodes/storage=0 +nodes/use_legacy_names=true materials/location=1 materials/storage=1 materials/keep_on_reimport=true meshes/compress=true meshes/ensure_tangents=true +meshes/octahedral_compression=true +meshes/vertex_cache_optimization=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 diff --git a/Project/data/models/weapons/glock_17/textures/Glock17_D_baseColor.png.import b/Project/data/models/weapons/glock_17/textures/Glock17_D_baseColor.png.import index 567ebd6..1fafd8f 100644 --- a/Project/data/models/weapons/glock_17/textures/Glock17_D_baseColor.png.import +++ b/Project/data/models/weapons/glock_17/textures/Glock17_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/glock_17/textures/Glove_D_baseColor.png.import b/Project/data/models/weapons/glock_17/textures/Glove_D_baseColor.png.import index 1a0ec1a..5e65d1f 100644 --- a/Project/data/models/weapons/glock_17/textures/Glove_D_baseColor.png.import +++ b/Project/data/models/weapons/glock_17/textures/Glove_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/glock_17/textures/Hand_D_baseColor.png.import b/Project/data/models/weapons/glock_17/textures/Hand_D_baseColor.png.import index db41264..f077d03 100644 --- a/Project/data/models/weapons/glock_17/textures/Hand_D_baseColor.png.import +++ b/Project/data/models/weapons/glock_17/textures/Hand_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/kriss/scene.gltf.import b/Project/data/models/weapons/kriss/scene.gltf.import index 12cdde0..ff9ecbb 100644 --- a/Project/data/models/weapons/kriss/scene.gltf.import +++ b/Project/data/models/weapons/kriss/scene.gltf.import @@ -16,11 +16,14 @@ nodes/root_name="Scene Root" nodes/root_scale=0.01 nodes/custom_script="" nodes/storage=0 +nodes/use_legacy_names=true materials/location=1 materials/storage=1 materials/keep_on_reimport=true meshes/compress=true meshes/ensure_tangents=true +meshes/octahedral_compression=true +meshes/vertex_cache_optimization=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 diff --git a/Project/data/models/weapons/kriss/textures/Glove_D_baseColor.png.import b/Project/data/models/weapons/kriss/textures/Glove_D_baseColor.png.import index 4f106c8..14cf564 100644 --- a/Project/data/models/weapons/kriss/textures/Glove_D_baseColor.png.import +++ b/Project/data/models/weapons/kriss/textures/Glove_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/kriss/textures/Hand_D_baseColor.png.import b/Project/data/models/weapons/kriss/textures/Hand_D_baseColor.png.import index 33e7602..c5b4beb 100644 --- a/Project/data/models/weapons/kriss/textures/Hand_D_baseColor.png.import +++ b/Project/data/models/weapons/kriss/textures/Hand_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/kriss/textures/Vector_D_baseColor.png.import b/Project/data/models/weapons/kriss/textures/Vector_D_baseColor.png.import index 7a27490..d207ba6 100644 --- a/Project/data/models/weapons/kriss/textures/Vector_D_baseColor.png.import +++ b/Project/data/models/weapons/kriss/textures/Vector_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/kriss/textures/normal.png.import b/Project/data/models/weapons/kriss/textures/normal.png.import index 2de0ffa..53a0978 100644 --- a/Project/data/models/weapons/kriss/textures/normal.png.import +++ b/Project/data/models/weapons/kriss/textures/normal.png.import @@ -28,6 +28,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=true diff --git a/Project/data/models/weapons/mk_23/scene.gltf.import b/Project/data/models/weapons/mk_23/scene.gltf.import index 6990bf1..057435c 100644 --- a/Project/data/models/weapons/mk_23/scene.gltf.import +++ b/Project/data/models/weapons/mk_23/scene.gltf.import @@ -16,11 +16,14 @@ nodes/root_name="Scene Root" nodes/root_scale=0.01 nodes/custom_script="" nodes/storage=0 +nodes/use_legacy_names=true materials/location=1 materials/storage=1 materials/keep_on_reimport=true meshes/compress=true meshes/ensure_tangents=true +meshes/octahedral_compression=true +meshes/vertex_cache_optimization=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 diff --git a/Project/data/models/weapons/mk_23/textures/Glove_D_baseColor.png.import b/Project/data/models/weapons/mk_23/textures/Glove_D_baseColor.png.import index 7cae5e3..3302fb7 100644 --- a/Project/data/models/weapons/mk_23/textures/Glove_D_baseColor.png.import +++ b/Project/data/models/weapons/mk_23/textures/Glove_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/mk_23/textures/Hand_D_baseColor.png.import b/Project/data/models/weapons/mk_23/textures/Hand_D_baseColor.png.import index edbd447..e8c44de 100644 --- a/Project/data/models/weapons/mk_23/textures/Hand_D_baseColor.png.import +++ b/Project/data/models/weapons/mk_23/textures/Hand_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/mk_23/textures/Mark23_D_baseColor.png.import b/Project/data/models/weapons/mk_23/textures/Mark23_D_baseColor.png.import index bf52fcf..5b2427b 100644 --- a/Project/data/models/weapons/mk_23/textures/Mark23_D_baseColor.png.import +++ b/Project/data/models/weapons/mk_23/textures/Mark23_D_baseColor.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/models/weapons/mk_23/textures/normal.png.import b/Project/data/models/weapons/mk_23/textures/normal.png.import index 2220149..ccc8e7c 100644 --- a/Project/data/models/weapons/mk_23/textures/normal.png.import +++ b/Project/data/models/weapons/mk_23/textures/normal.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/scenes/barrel.tscn b/Project/data/scenes/barrel.tscn index 6b03d5b..be5d2e4 100644 --- a/Project/data/scenes/barrel.tscn +++ b/Project/data/scenes/barrel.tscn @@ -22,8 +22,8 @@ surfaces/0 = { } [sub_resource type="CylinderShape" id=2] -radius = 0.713798 height = 2.28251 +radius = 0.713798 [sub_resource type="Gradient" id=3] offsets = PoolRealArray( 0, 0.503704, 1 ) @@ -153,10 +153,7 @@ size = Vector2( 0.4, 0.4 ) [sub_resource type="SphereShape" id=20] radius = 6.0 -[node name="barrel" type="RigidBody" groups=[ -"metal", -"prop", -]] +[node name="barrel" type="RigidBody" groups=["metal", "prop"]] mass = 6.0 script = ExtResource( 2 ) @@ -166,7 +163,6 @@ transform = Transform( 0.035, 0, 0, 0, 0.035, 0, 0, 0, 0.035, 0, 0, 0 ) [node name="Mesh" type="MeshInstance" parent="mesh"] transform = Transform( 1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0 ) mesh = SubResource( 1 ) -material/0 = null [node name="collision" type="CollisionShape" parent="."] shape = SubResource( 2 ) diff --git a/Project/data/scenes/burnt_ground.tscn b/Project/data/scenes/burnt_ground.tscn index 5bac596..576e6cf 100644 --- a/Project/data/scenes/burnt_ground.tscn +++ b/Project/data/scenes/burnt_ground.tscn @@ -3,7 +3,6 @@ [ext_resource path="res://data/textures/burnt_ground.png" type="Texture" id=1] [ext_resource path="res://data/scripts/burnt_ground/burnt_ground.gd" type="Script" id=2] - [sub_resource type="SpatialMaterial" id=1] flags_transparent = true albedo_color = Color( 1, 1, 1, 0.588235 ) @@ -16,11 +15,9 @@ size = Vector2( 4, 4 ) [node name="burnt_ground" type="Spatial"] script = ExtResource( 2 ) -ray = NodePath("ray") [node name="mesh" type="MeshInstance" parent="."] mesh = SubResource( 2 ) -material/0 = null [node name="ray" type="RayCast" parent="."] enabled = true diff --git a/Project/data/scenes/character.tscn b/Project/data/scenes/character.tscn index 76a4925..7062299 100644 --- a/Project/data/scenes/character.tscn +++ b/Project/data/scenes/character.tscn @@ -3641,11 +3641,9 @@ script = ExtResource( 2 ) [node name="hud" type="CanvasLayer" parent="."] script = ExtResource( 35 ) -weapon = NodePath("../weapons") -weapon_hud = NodePath("weapon_hud") -crosshair = NodePath("crosshair") [node name="crosshair" type="Sprite" parent="hud"] +unique_name_in_owner = true modulate = Color( 1, 1, 1, 0.392157 ) scale = Vector2( 0.15, 0.15 ) texture = ExtResource( 13 ) @@ -3659,16 +3657,17 @@ texture = ExtResource( 13 ) region_rect = Rect2( 0, 380, 130, 125 ) [node name="weapon_hud" type="Node2D" parent="hud"] +unique_name_in_owner = true [node name="name" type="Label" parent="hud/weapon_hud"] margin_left = 16.0 margin_top = 3.0 margin_right = 119.0 margin_bottom = 36.0 -custom_fonts/font = SubResource( 1 ) custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) custom_constants/shadow_offset_x = 2 custom_constants/shadow_offset_y = 3 +custom_fonts/font = SubResource( 1 ) text = "AK 47" uppercase = true __meta__ = { @@ -3680,12 +3679,12 @@ margin_left = 17.4315 margin_top = -60.0334 margin_right = 59.4315 margin_bottom = 4.9666 -custom_fonts/font = SubResource( 3 ) custom_colors/font_color = Color( 1, 1, 1, 1 ) custom_colors/font_outline_modulate = Color( 0, 0, 0, 1 ) custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) custom_constants/shadow_offset_x = 2 custom_constants/shadow_offset_y = 3 +custom_fonts/font = SubResource( 3 ) text = "12" align = 1 valign = 1 @@ -3698,10 +3697,10 @@ __meta__ = { margin_left = 78.0 margin_top = -33.0 margin_right = 111.0 -custom_fonts/font = SubResource( 1 ) custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) custom_constants/shadow_offset_x = 2 custom_constants/shadow_offset_y = 3 +custom_fonts/font = SubResource( 1 ) text = "999" uppercase = true __meta__ = { @@ -3729,16 +3728,17 @@ __meta__ = { } [node name="head" type="RayCast" parent="."] +unique_name_in_owner = true transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0 ) enabled = true cast_to = Vector3( 0, 1.5, 0 ) script = ExtResource( 1 ) -character = NodePath("..") [node name="neck" type="Spatial" parent="head"] transform = Transform( 1, 0, 0, 0, 0.999999, 0, 0, 0, 0.999999, 0, 0, 0 ) [node name="camera" type="Camera" parent="head/neck"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -9.53675e-07 ) script = ExtResource( 28 ) [node name="anim" type="AnimationPlayer" parent="head/neck"] @@ -3747,7 +3747,6 @@ anims/jump = SubResource( 5 ) anims/sprint = SubResource( 6 ) anims/walk = SubResource( 7 ) script = ExtResource( 3 ) -character = NodePath("../../..") [node name="feet" type="RayCast" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 ) @@ -3755,12 +3754,9 @@ enabled = true cast_to = Vector3( 0, -2, 0 ) [node name="weapons" type="Spatial" parent="."] +unique_name_in_owner = true transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0 ) script = ExtResource( 16 ) -character = NodePath("..") -head = NodePath("../head") -neck = NodePath("../head/neck") -camera = NodePath("../head/neck/camera") [node name="mk_23" type="Spatial" parent="weapons"] transform = Transform( 1, -7.65718e-19, 0, 1.76183e-19, 1, 0, 0, 0, 1, 0, 0, 0 ) @@ -4076,13 +4072,11 @@ bones/49/bound_children = [ ] cast_shadow = 0 mesh = SubResource( 16 ) skin = SubResource( 17 ) -material/0 = null [node name="Mesh 2" type="MeshInstance" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Hand/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 18 ) skin = SubResource( 17 ) -material/0 = null [node name="Node 3" type="Spatial" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Hand/Node 2"] transform = Transform( 1, -2.11758e-22, 0, 2.11758e-22, 1, 0, 0, 0, 1, 7.10543e-15, -2.84217e-14, -5.32907e-15 ) @@ -4147,7 +4141,6 @@ transform = Transform( 1, -4.51028e-17, -2.50371e-33, 4.51028e-17, 1, 5.55112e-1 [node name="Side_Mark23_D_0" type="MeshInstance" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Mark23_C/Node 4/Skeleton 2/BoneAttachment/Side"] cast_shadow = 0 mesh = SubResource( 19 ) -material/0 = null [node name="BoneAttachment 2" type="BoneAttachment" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Mark23_C/Node 4/Skeleton 2"] transform = Transform( 0.948219, -0.151347, -0.27924, 0.0085633, 0.891033, -0.453857, 0.317502, 0.427965, 0.846191, 14.5048, -51.6534, -7.95098 ) @@ -4159,7 +4152,6 @@ transform = Transform( 1, -6.245e-17, 2.77556e-17, 6.245e-17, 1, 2.77556e-17, -2 [node name="mag_Mark23_D_0" type="MeshInstance" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Mark23_C/Node 4/Skeleton 2/BoneAttachment 2/mag"] cast_shadow = 0 mesh = SubResource( 20 ) -material/0 = null [node name="BoneAttachment 3" type="BoneAttachment" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Mark23_C/Node 4/Skeleton 2"] transform = Transform( 1, 1.38778e-17, -1.38778e-17, -1.38778e-17, 1, 1.92593e-34, 1.38778e-17, 0, 1, -6.6239e-08, -11.4783, -2.01457 ) @@ -4171,7 +4163,6 @@ transform = Transform( 1, 1.38778e-17, 4.16334e-17, -1.38778e-17, 1, -5.77779e-3 [node name="main_Mark23_D_0" type="MeshInstance" parent="weapons/mk_23/mesh/gltf/RootNode model correction matrix/dc821a20f9e844d4ae232ea2bd3b6112fbx/Node/RootNode/Mark23_C/Node 4/Skeleton 2/BoneAttachment 3/main"] cast_shadow = 0 mesh = SubResource( 21 ) -material/0 = null [node name="anim" type="AnimationPlayer" parent="weapons/mk_23/mesh"] anims/Draw = SubResource( 22 ) @@ -4541,31 +4532,26 @@ bones/53/bound_children = [ ] cast_shadow = 0 mesh = SubResource( 35 ) skin = SubResource( 36 ) -material/0 = null [node name="Mesh 2" type="MeshInstance" parent="weapons/glock_17/mesh/gltf/RootNode model correction matrix/33857022afa84760a9184374d34a9202fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 37 ) skin = SubResource( 36 ) -material/0 = null [node name="Mesh 3" type="MeshInstance" parent="weapons/glock_17/mesh/gltf/RootNode model correction matrix/33857022afa84760a9184374d34a9202fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 38 ) skin = SubResource( 36 ) -material/0 = null [node name="Mesh 4" type="MeshInstance" parent="weapons/glock_17/mesh/gltf/RootNode model correction matrix/33857022afa84760a9184374d34a9202fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 39 ) skin = SubResource( 36 ) -material/0 = null [node name="Mesh 5" type="MeshInstance" parent="weapons/glock_17/mesh/gltf/RootNode model correction matrix/33857022afa84760a9184374d34a9202fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 40 ) skin = SubResource( 36 ) -material/0 = null [node name="Node 3" type="Spatial" parent="weapons/glock_17/mesh/gltf/RootNode model correction matrix/33857022afa84760a9184374d34a9202fbx/Node/RootNode/Node 2"] transform = Transform( 1, -2.11758e-22, 0, 2.11758e-22, 1, 0, 0, 0, 1, 7.10543e-15, -2.84217e-14, -5.32907e-15 ) @@ -4963,25 +4949,21 @@ bones/52/bound_children = [ ] cast_shadow = 0 mesh = SubResource( 49 ) skin = SubResource( 50 ) -material/0 = null [node name="Mesh 2" type="MeshInstance" parent="weapons/kriss/mesh/gltf/RootNode model correction matrix/e5925612b21a4f1eb6baf1abc1b3ea53fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 51 ) skin = SubResource( 50 ) -material/0 = null [node name="Mesh 3" type="MeshInstance" parent="weapons/kriss/mesh/gltf/RootNode model correction matrix/e5925612b21a4f1eb6baf1abc1b3ea53fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 52 ) skin = SubResource( 50 ) -material/0 = null [node name="Mesh 4" type="MeshInstance" parent="weapons/kriss/mesh/gltf/RootNode model correction matrix/e5925612b21a4f1eb6baf1abc1b3ea53fbx/Node/RootNode/Node 2/Skeleton"] cast_shadow = 0 mesh = SubResource( 53 ) skin = SubResource( 50 ) -material/0 = null [node name="Node 3" type="Spatial" parent="weapons/kriss/mesh/gltf/RootNode model correction matrix/e5925612b21a4f1eb6baf1abc1b3ea53fbx/Node/RootNode/Node 2"] transform = Transform( 1, -2.11758e-22, 0, 2.11758e-22, 1, 0, 0, 0, 1, 7.10543e-15, -2.84217e-14, -5.32907e-15 ) @@ -5018,16 +5000,10 @@ cast_to = Vector3( 0, 0, -200 ) [node name="footsteep" type="Spatial" parent="audios"] script = ExtResource( 20 ) -feet = NodePath("../../feet") -character = NodePath("../..") -[node name="metal" type="Spatial" parent="audios/footsteep" groups=[ -"metal", -]] +[node name="metal" type="Spatial" parent="audios/footsteep" groups=["metal"]] -[node name="grass" type="Spatial" parent="audios/footsteep" groups=[ -"metal", -]] +[node name="grass" type="Spatial" parent="audios/footsteep" groups=["metal"]] [node name="0" type="AudioStreamPlayer3D" parent="audios/footsteep/grass"] stream = ExtResource( 31 ) @@ -5053,9 +5029,7 @@ unit_db = -10.0 stream = ExtResource( 34 ) unit_db = -10.0 -[node name="concrete" type="Spatial" parent="audios/footsteep" groups=[ -"default", -]] +[node name="concrete" type="Spatial" parent="audios/footsteep" groups=["default"]] [node name="0" type="AudioStreamPlayer3D" parent="audios/footsteep/concrete"] stream = ExtResource( 23 ) diff --git a/Project/data/scenes/debug.tscn b/Project/data/scenes/debug.tscn index 2219c08..1bddfd5 100644 --- a/Project/data/scenes/debug.tscn +++ b/Project/data/scenes/debug.tscn @@ -4,3 +4,14 @@ [node name="debug" type="CanvasLayer"] script = ExtResource( 1 ) + +[node name="FramerateLabel" type="Label" parent="."] +margin_left = 5.0 +margin_top = 5.0 +margin_right = 45.0 +margin_bottom = 19.0 +custom_colors/font_color = Color( 0, 0, 0, 1 ) + +[node name="TimerFullscreen" type="Timer" parent="."] +wait_time = 0.2 +one_shot = true diff --git a/Project/data/scenes/decal.tscn b/Project/data/scenes/decal.tscn index 12298c6..4bc0cc0 100644 --- a/Project/data/scenes/decal.tscn +++ b/Project/data/scenes/decal.tscn @@ -6,11 +6,8 @@ [sub_resource type="QuadMesh" id=1] size = Vector2( 0.3, 0.3 ) -[node name="decal" type="Spatial" groups=[ -"decal", -]] +[node name="decal" type="Spatial" groups=["decal"]] script = ExtResource( 2 ) -timer = NodePath("timer") [node name="mesh" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00206364, -0.0100543, -0.01 ) diff --git a/Project/data/scenes/fade.tscn b/Project/data/scenes/fade.tscn index af1ce59..39e88ed 100644 --- a/Project/data/scenes/fade.tscn +++ b/Project/data/scenes/fade.tscn @@ -6,8 +6,6 @@ anchor_right = 1.0 anchor_bottom = 1.0 script = ExtResource( 1 ) -__meta__ = { -"_edit_use_anchors_": false -} [node name="timer" type="Timer" parent="."] +one_shot = true diff --git a/Project/data/scenes/main.tscn b/Project/data/scenes/main.tscn index f925978..728e174 100644 --- a/Project/data/scenes/main.tscn +++ b/Project/data/scenes/main.tscn @@ -36,6 +36,7 @@ size = Vector3( 1, 6, 20 ) [sub_resource type="SpatialMaterial" id=2] albedo_texture = ExtResource( 1 ) uv1_triplanar = true +uv1_triplanar_sharpness = 1.0 [sub_resource type="ConvexPolygonShape" id=3] points = PoolVector3Array( -0.5, 3, 10, 0.5, 3, -10, 0.5, 3, 10, -0.5, 3, -10, -0.5, -3, 10, 0.5, -3, -10, 0.5, -3, 10, -0.5, -3, -10, 0.5, 3, 10, -0.5, 3, -10, 0.5, 3, -10, -0.5, 3, 10, 0.5, -3, 10, -0.5, -3, -10, 0.5, -3, -10, -0.5, -3, 10, 0.5, 3, 10, -0.5, -3, 10, -0.5, 3, 10, 0.5, -3, 10, 0.5, 3, -10, -0.5, -3, -10, -0.5, 3, -10, 0.5, -3, -10 ) @@ -43,6 +44,7 @@ points = PoolVector3Array( -0.5, 3, 10, 0.5, 3, -10, 0.5, 3, 10, -0.5, 3, -10, - [sub_resource type="SpatialMaterial" id=4] albedo_texture = ExtResource( 1 ) uv1_triplanar = true +uv1_triplanar_sharpness = 1.0 [sub_resource type="CubeMesh" id=5] material = SubResource( 4 ) @@ -73,9 +75,7 @@ transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 1, 1 [node name="scenario" type="Spatial" parent="."] -[node name="wall" type="StaticBody" parent="scenario" groups=[ -"wallk", -]] +[node name="wall" type="StaticBody" parent="scenario" groups=["wallk"]] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 4, 8 ) [node name="mesh" type="MeshInstance" parent="scenario/wall"] @@ -87,14 +87,11 @@ material/0 = SubResource( 2 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0 ) shape = SubResource( 3 ) -[node name="terrain" type="StaticBody" parent="scenario" groups=[ -"concrete", -]] +[node name="terrain" type="StaticBody" parent="scenario" groups=["concrete"]] [node name="mesh" type="MeshInstance" parent="scenario/terrain"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0358462, -0.01824, 0.0206671 ) mesh = SubResource( 5 ) -material/0 = null [node name="collision" type="CollisionShape" parent="scenario/terrain"] shape = SubResource( 6 ) diff --git a/Project/data/scenes/spark.tscn b/Project/data/scenes/spark.tscn index 732d34b..477ca92 100644 --- a/Project/data/scenes/spark.tscn +++ b/Project/data/scenes/spark.tscn @@ -50,7 +50,6 @@ explosiveness = 0.5 process_material = SubResource( 1 ) draw_pass_1 = SubResource( 3 ) script = ExtResource( 2 ) -timer = NodePath("timer") [node name="timer" type="Timer" parent="."] wait_time = 0.3 diff --git a/Project/data/scenes/trail.tscn b/Project/data/scenes/trail.tscn index 6b09a98..c232725 100644 --- a/Project/data/scenes/trail.tscn +++ b/Project/data/scenes/trail.tscn @@ -18,7 +18,6 @@ emission_on_uv2 = false [node name="trail" type="Spatial"] script = ExtResource( 1 ) -timer = NodePath("../trail/timer") [node name="mesh" type="MeshInstance" parent="."] cast_shadow = 0 diff --git a/Project/data/scripts/barrel/barrel.gd b/Project/data/scripts/barrel/barrel.gd index f0147fd..632a644 100644 --- a/Project/data/scripts/barrel/barrel.gd +++ b/Project/data/scripts/barrel/barrel.gd @@ -1,60 +1,84 @@ extends RigidBody -export var durability : int = 100; -var remove_decal : bool = false; -func _ready(): - $timer.connect("timeout", self, "queue_free"); - $explosion/timer.connect("timeout", self, "_explode_others"); +export var durability: int = 100 +export var damage_distance: int = 300 -func _damage(damage) -> void: +var remove_decal: bool = false +var burnt_ground_scene: PackedScene = preload("res://data/scenes/burnt_ground.tscn") + +onready var root = get_tree().get_root() + +onready var timer: Timer = $timer +onready var explosion_timer: Timer = $explosion/timer +onready var collision: CollisionShape = $collision +onready var mesh: Spatial = $mesh +onready var effects_ex: Particles = $effects/ex +onready var effects_plo: Particles = $effects/plo +onready var effects_sion: Particles = $effects/sion +onready var audios_explosion: AudioStreamPlayer3D = $audios/explosion +onready var audios_impact: AudioStreamPlayer3D = $audios/impact +onready var explosion: Area = $explosion + + +func _ready() -> void: + timer.connect("timeout", self, "queue_free") + explosion_timer.connect("timeout", self, "_explode_others") + + +func _process(_delta: float) -> void: + _remove_decal() + + +func _damage(damage: int) -> void: if durability > 0: - var dam_calc = durability - damage; - - $audios/impact.pitch_scale = rand_range(0.9, 1.1); - $audios/impact.play() - + var dam_calc: int = durability - damage + + audios_impact.pitch_scale = rand_range(0.9, 1.1) + audios_impact.play() + if dam_calc <= 0: - durability -= damage; - _explosion(); - $explosion/timer.start(); - $timer.start(); + durability -= damage + _explosion() + explosion_timer.start() + timer.start() else: - durability -= damage; + durability -= damage -func _process(_delta) -> void: - _remove_decal(); func _explosion() -> void: - $collision.disabled = true; - - var main = get_tree().get_root().get_child(0); + collision.disabled = true - var burnt_ground = preload("res://data/scenes/burnt_ground.tscn").instance(); - main.add_child(burnt_ground); - burnt_ground.translation = global_transform.origin; - - mode = MODE_STATIC; - - $mesh.visible = false; - $effects/ex.emitting = true; - $effects/plo.emitting = true; - $effects/sion.emitting = true; - $audios/explosion.pitch_scale = rand_range(0.9, 1.1); - $audios/explosion.play(); - - remove_decal = true; + var main: Node = root.get_child(0) + var burnt_ground: Spatial = burnt_ground_scene.instance() + + main.add_child(burnt_ground) + burnt_ground.translation = global_transform.origin + + # freeze_mode + mode = MODE_STATIC + + mesh.visible = false + effects_ex.emitting = true + effects_plo.emitting = true + effects_sion.emitting = true + audios_explosion.pitch_scale = rand_range(0.9, 1.1) + audios_explosion.play() -func _remove_decal(): + remove_decal = true + + +func _remove_decal() -> void: if remove_decal: for child in get_child_count(): - if get_child(child).is_in_group("decal"): - get_child(child).queue_free(); - -func _explode_others(): - for bodie in $explosion.get_overlapping_bodies(): - if bodie.has_method("_damage") and bodie != self: - if "durability" in bodie: - if bodie.durability > 0: - var explosion_distance = (5 * bodie.global_transform.origin.distance_to(global_transform.origin)); - bodie._damage(300 - explosion_distance); + var item: Node = get_child(child) + + if item.is_in_group("decal"): + item.queue_free() + + +func _explode_others() -> void: + for bodie in explosion.get_overlapping_bodies(): + if bodie != self and bodie.has_method("_damage") and "durability" in bodie and bodie.durability > 0: + var explosion_distance: float = (5.0 * bodie.global_transform.origin.distance_to(global_transform.origin)) + bodie._damage(damage_distance - explosion_distance) diff --git a/Project/data/scripts/burnt_ground/burnt_ground.gd b/Project/data/scripts/burnt_ground/burnt_ground.gd index 0605f38..43a2a60 100644 --- a/Project/data/scripts/burnt_ground/burnt_ground.gd +++ b/Project/data/scripts/burnt_ground/burnt_ground.gd @@ -1,14 +1,15 @@ extends Spatial -export(NodePath) var ray; - -var ground : bool = false; - -func _ready(): - ray = get_node(ray); - -func _process(delta): - if not ground: - if ray.is_colliding(): - $mesh.global_transform.origin = ray.get_collision_point() + Vector3(0, 0.1, 0); - ground = false; + +var ground: bool = false +var base: Vector3 = Vector3(0.0, 0.1, 0.0) + +onready var mesh: MeshInstance = $mesh +onready var ray: RayCast = $ray + + +#func _process(_delta: float) -> void: +func _physics_process(_delta: float) -> void: + if not ground and ray.is_colliding(): + mesh.global_transform.origin = ray.get_collision_point() + base + ground = false diff --git a/Project/data/scripts/character/animation.gd b/Project/data/scripts/character/animation.gd index 8fcbd6e..6372f0d 100644 --- a/Project/data/scripts/character/animation.gd +++ b/Project/data/scripts/character/animation.gd @@ -1,52 +1,49 @@ -extends AnimationPlayer; +extends AnimationPlayer -# Get character's node path -export(NodePath) var character; -func _ready(): - # Get character's node path - character = get_node(character); +onready var character: MovementPlayer = get_node("../../..") +onready var camera: Camera = $"../camera" -func _process(_delta): + +func _process(delta: float) -> void: # A dynamic animation function for the neck - _neck_animation(_delta) + _neck_animation(delta) # Calls a function with animations _animation() + func _animation() -> void: # If the player presses the jump button - if character.input["jump"]: + if character.input_jump: # Checks if the jump animation is active if current_animation != "jump": # Starts the jump animation - play("jump", 0.3); + play("jump", 0.3) # If the character is moving if character.direction: # If the current animation is not a walk if current_animation != "jump": - if character.input["sprint"]: + if character.input_sprint: if current_animation != "sprint": - play("sprint", 0.3, 1.5); + play("sprint", 0.3, 1.5) else: if current_animation != "walk": - play("walk", 0.3); + play("walk", 0.3) else: # If the current animation is not idle if current_animation != "idle" and current_animation != "jump": # Starts animation with smoothing - play("idle", 0.3, 0.1); + play("idle", 0.3, 0.1) -func _neck_animation(_delta) -> void: - # Neck rotation speed - var rotation_speed : float = character.n_speed * _delta - # Get the camera node - var camera : Node = $"../camera"; +func _neck_animation(delta: float) -> void: + # Neck rotation speed + var rotation_speed: float = character.n_speed * delta # Creates the angle based on the character's movement - var angle : float = 2 * (character.input["right"] + -character.input["left"]); + var angle: float = 2.0 * (character.input_right + -character.input_left) # Apply an interpolation to neck rotation based on angle camera.rotation.z = lerp(camera.rotation.z, -deg2rad(angle), rotation_speed) diff --git a/Project/data/scripts/character/camera.gd b/Project/data/scripts/character/camera.gd index 6634eb5..3121699 100644 --- a/Project/data/scripts/character/camera.gd +++ b/Project/data/scripts/character/camera.gd @@ -1,16 +1,21 @@ extends Camera +class_name CharacterCamera -export var shake_time : float; -export var shake_force : float; -func _process(_delta) -> void: - _shake(_delta); +export var shake_time: float +export var shake_force: float -func _shake(_delta) -> void: - if shake_time > 0: - h_offset = rand_range(-shake_force, shake_force); - v_offset = rand_range(-shake_force, shake_force); - shake_time -= _delta; + +#func _process(delta: float) -> void: +func _physics_process(delta: float) -> void: + _shake(delta) + + +func _shake(delta: float) -> void: + if shake_time > 0.0: + h_offset = rand_range(-shake_force, shake_force) + v_offset = rand_range(-shake_force, shake_force) + shake_time -= delta else: - h_offset = 0; - v_offset = 0; + h_offset = 0.0 + v_offset = 0.0 diff --git a/Project/data/scripts/character/footsteep.gd b/Project/data/scripts/character/footsteep.gd index 6d8c781..530990e 100644 --- a/Project/data/scripts/character/footsteep.gd +++ b/Project/data/scripts/character/footsteep.gd @@ -1,40 +1,41 @@ extends Spatial -export(NodePath) var feet; -export(NodePath) var character; -var footsteep_timer : float = 0; -var footsteep_speed : float = 0.5; -var footsteep_list : Dictionary = {}; +onready var feet: RayCast = get_node("../../feet") +onready var character: MovementPlayer = get_node("../..") + +var footsteep_timer: float = 0.0 +#var footsteep_speed: float = 0.5 +var footsteep_list: Dictionary = {} + +# var dont_repeat: int = 0 -var dont_repeat : int = 0; func _ready() -> void: - randomize(); - - feet = get_node(feet); - character = get_node(character); - + randomize() + for audio in get_child_count(): - footsteep_list[get_child(audio).name] = get_child(audio); - -func _process(_delta) -> void: - if footsteep_timer <= 0: - if character.direction: - if feet.is_colliding(): - var collider = feet.get_collider(); - var groups = collider.get_groups(); - - for g in groups: - if footsteep_list.has(g): - var footsteep_node = footsteep_list[g]; - - if footsteep_node.get_child_count() > 0: - var audio = randi() % footsteep_node.get_child_count(); - - footsteep_node.get_child(audio).play(); - - footsteep_timer = 1 - (0.06 * character.n_speed); - break - else: - footsteep_timer -= _delta; + var item: Node = get_child(audio) + footsteep_list[item.name] = item + + +#func _process(delta: float) -> void: +func _physics_process(delta: float) -> void: + if footsteep_timer > 0.0: + footsteep_timer -= delta + elif character.direction and feet.is_colliding(): + var collider = feet.get_collider() + var groups = collider.get_groups() + + for g in groups: + if footsteep_list.has(g): + var footsteep_node: Spatial = footsteep_list[g] + + if footsteep_node.get_child_count() > 0: + var audio_index: int = randi() % footsteep_node.get_child_count() + var audio: AudioStreamPlayer3D = footsteep_node.get_child(audio_index) + + audio.play() + + footsteep_timer = 1.0 - (0.06 * character.n_speed) + break diff --git a/Project/data/scripts/character/head.gd b/Project/data/scripts/character/head.gd index bf34a39..2ced10c 100644 --- a/Project/data/scripts/character/head.gd +++ b/Project/data/scripts/character/head.gd @@ -1,47 +1,53 @@ extends Spatial -export(NodePath) var character; -export var sensibility : float = 0.2; # Mouse sensitivity -export var captured : bool = true; # Does not let the mouse leave the screen +export var sensibility: float = 0.2 # Mouse sensitivity +export var captured: bool = true # Does not let the mouse leave the screen -func _ready(): - character = get_node(character); +#onready var character: MovementPlayer = get_node("..") +onready var max_angle: float = deg2rad(85.0) # Maximum camera angle -func _physics_process(_delta) -> void: + +func _physics_process(_delta: float) -> void: # Calls function to switch between locked and unlocked mouse - _mouse_toggle(); + _mouse_toggle() + func _mouse_toggle() -> void: # Function to lock or unlock the mouse in the center of the screen if Input.is_action_just_pressed("KEY_ESCAPE"): # Captured will receive the opposite of the value itself - captured = !captured; - + captured = not captured + if captured: # Locks the mouse in the center of the screen - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED); + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: # Unlocks the mouse from the center of the screen - Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE); + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + -func _camera_rotation(_event) -> void: +func _camera_rotation(event: InputEvent) -> void: # If the mouse is locked if captured: - var camera : Dictionary = {0: $".", 1: $"."}; - - if _event is InputEventMouseMotion: + #var camera: Dictionary = {0: $".", 1: $"."} + + if event is InputEventMouseMotion: # Rotates the camera on the x axis - camera[0].rotation.x += -deg2rad(_event.relative.y * sensibility); - + # camera[0].rotation.x += -deg2rad(event.relative.y * sensibility) + rotation.x += -deg2rad(event.relative.y * sensibility) + # Rotates the camera on the y axis - camera[1].rotation.y += -deg2rad(_event.relative.x * sensibility); - + # camera[1].rotation.y += -deg2rad(event.relative.x * sensibility) + rotation.y += -deg2rad(event.relative.x * sensibility) + # Creates a limit for the camera on the x axis - var max_angle: int = 85; # Maximum camera angle - camera[0].rotation.x = min(camera[0].rotation.x, deg2rad(max_angle)) - camera[0].rotation.x = max(camera[0].rotation.x, -deg2rad(max_angle)) + #camera[0].rotation.x = min(camera[0].rotation.x, max_angle) + #camera[0].rotation.x = max(camera[0].rotation.x, -max_angle) + rotation.x = min(rotation.x, max_angle) + rotation.x = max(rotation.x, -max_angle) + -func _input(_event) -> void: +func _input(event: InputEvent) -> void: # Calls the function to rotate the camera - _camera_rotation(_event); + _camera_rotation(event) diff --git a/Project/data/scripts/character/hud.gd b/Project/data/scripts/character/hud.gd index e05f02a..7e7ad14 100644 --- a/Project/data/scripts/character/hud.gd +++ b/Project/data/scripts/character/hud.gd @@ -1,33 +1,46 @@ extends CanvasLayer -export(NodePath) var weapon; -export(NodePath) var weapon_hud; -export(NodePath) var crosshair; -func _ready(): - weapon = get_node(weapon); - weapon_hud = get_node(weapon_hud); - crosshair = get_node(crosshair); +onready var weapons: Weapons = get_node("%weapons") +onready var weapon_hud: Node2D = get_node("%weapon_hud") +onready var weapon_name: Label = get_node("%weapon_hud/name") +onready var weapon_ammo: Label = get_node("%weapon_hud/ammo") +onready var hud_bullets: Label = get_node("%weapon_hud/bullets") +onready var crosshair: Sprite = get_node("%crosshair") -func _process(_delta) -> void: +var off: Vector2 = Vector2(180.0, 80.0) + + +func _process(_delta: float) -> void: _weapon_hud() _crosshair() + func _weapon_hud() -> void: - var off = Vector2(180, 80); - weapon_hud.position = get_viewport().size - off; - - weapon_hud.get_node("name").text = str(weapon.arsenal.values()[weapon.current].name); - weapon_hud.get_node("bullets").text = str(weapon.arsenal.values()[weapon.current].bullets); - weapon_hud.get_node("ammo").text = str(weapon.arsenal.values()[weapon.current].ammo); - + weapon_hud.position = get_viewport().size - off + + var arsenals: Array = weapons.arsenal.values() + var current_arsenal = arsenals[weapons.current] + + var bullets = current_arsenal.bullets + var max_bullets = current_arsenal.max_bullets + + hud_bullets.text = str(bullets) + weapon_name.text = str(current_arsenal.name) + weapon_ammo.text = str(current_arsenal.ammo) + # Color - if weapon.arsenal.values()[weapon.current].bullets < (weapon.arsenal.values()[weapon.current].max_bullets/4): - weapon_hud.get_node("bullets").add_color_override("font_color", Color("#ff0000")); - elif weapon.arsenal.values()[weapon.current].bullets < (weapon.arsenal.values()[weapon.current].max_bullets/2): - weapon_hud.get_node("bullets").add_color_override("font_color", Color("#dd761b")); + var color: Color + + if bullets < (max_bullets/4.0): + color = Color("#ff0000") + elif bullets < (max_bullets/2.0): + color = Color("#dd761b") else: - weapon_hud.get_node("bullets").add_color_override("font_color", Color("#ffffff")); + color = Color("#ffffff") + + hud_bullets.add_color_override("font_color", color) + func _crosshair() -> void: - crosshair.position = get_viewport().size/2; + crosshair.position = get_viewport().size/2.0 diff --git a/Project/data/scripts/character/movement.gd b/Project/data/scripts/character/movement.gd index b4a6997..ced81ce 100644 --- a/Project/data/scripts/character/movement.gd +++ b/Project/data/scripts/character/movement.gd @@ -1,111 +1,126 @@ extends KinematicBody +class_name MovementPlayer + # All speed variables -var n_speed : float = 04; # Normal -var s_speed : float = 12; # Sprint -var w_speed : float = 08; # Walking -var c_speed : float = 10; # Crouch +var n_speed: float = 4.0 # Normal +var s_speed: float = 12.0 # Sprint +var w_speed: float = 8.0 # Walking +var c_speed: float = 10.0 # Crouch # Physics variables -var gravity : float = 50; # Gravity force -var jump_height : float = 15; # Jump height -var friction : float = 25; # friction +var gravity: float = 50.0 # Gravity force +var jump_height: float = 15.0 # Jump height +var friction: float = 25.0 # friction +var max_angle: float = PI/4.0 # All vectors -var velocity : = Vector3(); # Velocity vector -var direction : = Vector3(); # Direction Vector -var acceleration : = Vector3(); # Acceleration Vector +var linear_velocity: Vector3 = Vector3() # Velocity vector +var direction: Vector3 = Vector3() # Direction Vector +#var acceleration: Vector3 = Vector3() # Acceleration Vector +var player_up: Vector3 = Vector3.UP + +onready var head: RayCast = $head +onready var collision: CollisionShape = $collision # Takes the character collision node # All character inputs -var input : Dictionary = {}; +var input_left: int = 0 +var input_right: int = 0 +var input_foward: int = 0 +var input_back: int = 0 +var input_crouch: int = 0 +var input_sprint: int = 0 +var input_jump: int = 0 -func _physics_process(_delta) -> void: + +func _physics_process(delta: float) -> void: # Function for movement - _movement(_delta); - + _movement(delta) + # Function for crouch - _crouch(_delta); - + _crouch(delta) + # Function for jump - _jump(_delta); - + _jump(delta) + # Function for sprint - _sprint(_delta) + _sprint(delta) + -func _movement(_delta) -> void: +func _movement(delta: float) -> void: # Inputs - input["left"] = int(Input.is_action_pressed("KEY_A")); - input["right"] = int(Input.is_action_pressed("KEY_D")); - input["foward"] = int(Input.is_action_pressed("KEY_W")); - input["back"] = int(Input.is_action_pressed("KEY_S")); - + input_left = int(Input.is_action_pressed("KEY_A")) + input_right = int(Input.is_action_pressed("KEY_D")) + input_foward = int(Input.is_action_pressed("KEY_W")) + input_back = int(Input.is_action_pressed("KEY_S")) + # Check is on floor if is_on_floor(): - direction = Vector3(); + direction = Vector3.ZERO else: - direction = direction.linear_interpolate(Vector3(), friction * _delta); - + direction = direction.linear_interpolate(Vector3.ZERO, friction * delta) + # Applies gravity - velocity.y += -gravity * _delta; - - var basis = $"head".global_transform.basis; - direction += (-input["left"] + input["right"]) * basis.x; - direction += (-input["foward"] + input["back"]) * basis.z; - - direction.y = 0; direction = direction.normalized() - + linear_velocity.y += -gravity * delta + + var gbasis: Basis = head.global_transform.basis + direction += (-input_left + input_right) * gbasis.x + direction += (-input_foward + input_back) * gbasis.z + + direction.y = 0.0 + direction = direction.normalized() + # Interpolates between the current position and the future position of the character - var target = direction * n_speed; direction.y = 0; - var temp_velocity = velocity.linear_interpolate(target, n_speed * _delta); - - # Applies interpolation to the velocity vector - velocity.x = temp_velocity.x; - velocity.z = temp_velocity.z; - - # Calls the motion function by passing the velocity vector - velocity = move_and_slide(velocity, Vector3(0, 1, 0), false, 4, PI/4, false); - -func _crouch(_delta) -> void: + var target: Vector3 = direction * n_speed + var temp_linear_velocity: Vector3 = linear_velocity.linear_interpolate(target, n_speed * delta) + + direction.y = 0.0 + + # Applies interpolation to the linear_velocity vector + linear_velocity.x = temp_linear_velocity.x + linear_velocity.z = temp_linear_velocity.z + + # Calls the motion function by passing the linear_velocity vector + linear_velocity = move_and_slide(linear_velocity, player_up, false, 4, max_angle, false) + + + +func _crouch(delta: float) -> void: # Inputs - input["crouch"] = int(Input.is_action_pressed("KEY_CTRL")); - - # Get the character's head node - var head = $"head"; - + input_crouch = int(Input.is_action_pressed("KEY_CTRL")) + # If the head node is not touching the ceiling if not head.is_colliding(): - # Takes the character collision node - var collision = $"collision"; - # Get the character's collision shape - var shape = collision.shape.height; - + var shape: float = collision.shape.height + # Changes the shape of the character's collision - shape = lerp(shape, 2 - (input["crouch"] * 1.5), c_speed * _delta); - + shape = lerp(shape, 2.0 - (input_crouch * 1.5), c_speed * delta) + # Apply the new character collision shape - collision.shape.height = shape; + collision.shape.height = shape + -func _jump(_delta) -> void: +func _jump(_delta: float) -> void: # Inputs - input["jump"] = int(Input.is_action_pressed("KEY_SPACE")); - + input_jump = int(Input.is_action_pressed("KEY_SPACE")) + # Makes the player jump if he is on the ground - if input["jump"]: - if is_on_floor(): - velocity.y = jump_height; + if input_jump and is_on_floor(): + linear_velocity.y = jump_height -func _sprint(_delta) -> void: + +func _sprint(delta: float) -> void: # Inputs - input["sprint"] = int(Input.is_action_pressed("KEY_SHIFT")); - + input_sprint = int(Input.is_action_pressed("KEY_SHIFT")) + # Make the character sprint - if not input["crouch"]: # If you are not crouching + if not input_crouch: # If you are not crouching # switch between sprint and walking - var toggle_speed : float = w_speed + ((s_speed - w_speed) * input["sprint"]) - + var toggle_speed: float = w_speed + ((s_speed - w_speed) * input_sprint) + # Create a character speed interpolation - n_speed = lerp(n_speed, toggle_speed, 3 * _delta); + n_speed = lerp(n_speed, toggle_speed, 3.0 * delta) else: # Create a character speed interpolation - n_speed = lerp(n_speed, w_speed, _delta); + n_speed = lerp(n_speed, w_speed, delta) diff --git a/Project/data/scripts/debug/debug.gd b/Project/data/scripts/debug/debug.gd index 4838258..7a2a34c 100644 --- a/Project/data/scripts/debug/debug.gd +++ b/Project/data/scripts/debug/debug.gd @@ -1,85 +1,54 @@ extends CanvasLayer + # Screen variables -var fullscreen : bool = false +var fullscreen: bool = false # All debug inputs -var input : Dictionary = {}; +var input_enter: int = 0 +var input_alt: int = 0 +var input_reload: int = 0 + +onready var framerate_label: Label = $FramerateLabel +onready var timer_fullscreen: Timer = $TimerFullscreen + -func _process(_delta) -> void: +func _process(_delta: float) -> void: # Calls the function to switch to fullscren or window with Alt and Enter - _toggle_fullscreen(); - + _toggle_fullscreen() + # Calls the function to show the framerate - _display_framerate(); - + _display_framerate() + # Calls the function to reset the game - _reload_scene(); + _reload_scene() + func _toggle_fullscreen() -> void: - # If you don't have a fullscreen node timer it will create a - if not has_node("timer_fullscreen"): - # Creates a timer - var timer = Timer.new(); - - # Change timer name to fullscreen - timer.name = "timer_fullscreen"; - - # The timer time - timer.wait_time = 0.2; - - # Timer will count once and stop - timer.one_shot = true; - - # Adds the timer to the debug - add_child(timer); - - else: # if you already have the fullscreen node timer - # Get the fullscreen node timer - var timer = $"timer_fullscreen"; - - # If the timer reaches zero I can change the screen mode - if !timer.time_left: - input["enter"] = Input.is_action_pressed("KEY_ENTER"); - input['alt'] = Input.is_action_pressed("KEY_ALT"); - - if input['alt'] and input['enter']: - fullscreen = !fullscreen; - - OS.window_fullscreen = fullscreen; - - # Starts the timer again - timer.start(); + # If the timer reaches zero I can change the screen mode + if not timer_fullscreen.time_left: + input_enter = Input.is_action_pressed("KEY_ENTER") + input_alt = Input.is_action_pressed("KEY_ALT") + + if input_alt and input_enter: + fullscreen = not fullscreen + + OS.window_fullscreen = fullscreen + + # Starts the timer again + timer_fullscreen.start() + func _display_framerate() -> void: - # If you don't have the framerate label - if not has_node("framerate_label"): - # Create a new label - var framerate_label = Label.new(); - - # Renames the label to framerate label - framerate_label.name = "framerate_label"; - - # Changes the position of the framerate label - framerate_label.rect_position = Vector2(5, 5) - - # Changes the color of the framerate label - framerate_label.add_color_override("font_color", ColorN("black")) - - # Adds the framerate label to the debug - add_child(framerate_label); - else: - # Get the framerate label - var framerate_label = $"framerate_label"; - - # Changes the text of the label to that of the framerate - framerate_label.text = str(Engine.get_frames_per_second()); + # Changes the text of the label to that of the framerate + framerate_label.text = str(Engine.get_frames_per_second()) + func _reload_scene() -> void: # Input - input["reload"] = Input.is_action_just_pressed("KEY_F6") - + input_reload = Input.is_action_just_pressed("KEY_F6") + # If I press the reload button - if input["reload"]: + if input_reload: # Reload the scene - get_tree().reload_current_scene(); + get_tree().reload_current_scene() diff --git a/Project/data/scripts/effects/fade/fade.gd b/Project/data/scripts/effects/fade/fade.gd index 2284a7f..e20cf11 100644 --- a/Project/data/scripts/effects/fade/fade.gd +++ b/Project/data/scripts/effects/fade/fade.gd @@ -1,19 +1,17 @@ extends ColorRect -export var fade_time : float = 1 -onready var timer : Node = $timer; + +export var fade_time: float = 1.0 + +onready var timer: Timer = $timer +onready var viewport: Viewport = get_viewport() + func _ready() -> void: - timer.wait_time = fade_time; - timer.one_shot = true; + timer.wait_time = fade_time timer.start() - - timer.connect("timeout", self, "queue_free") -func _process(_delta) -> void: - _fade(); -func _fade() -> void: - rect_scale = get_viewport().size; - - modulate.a = timer.time_left; +func _process(_delta: float) -> void: + rect_scale = viewport.size + modulate.a = timer.time_left diff --git a/Project/data/scripts/effects/spark/spark.gd b/Project/data/scripts/effects/spark/spark.gd index a811f68..71d0f39 100644 --- a/Project/data/scripts/effects/spark/spark.gd +++ b/Project/data/scripts/effects/spark/spark.gd @@ -1,8 +1,6 @@ extends Particles -export(NodePath) var timer; func _ready() -> void: - timer = get_node(timer); - - timer.connect("timeout", self, "queue_free"); + var timer: Timer = $timer + timer.connect("timeout", self, "queue_free") diff --git a/Project/data/scripts/weapon/decal.gd b/Project/data/scripts/weapon/decal.gd index 847e9fa..3d95f56 100644 --- a/Project/data/scripts/weapon/decal.gd +++ b/Project/data/scripts/weapon/decal.gd @@ -1,8 +1,6 @@ extends Spatial -export(NodePath) var timer; func _ready() -> void: - timer = get_node(timer); - - timer.connect("timeout", self, "queue_free"); + var timer: Timer = $timer + timer.connect("timeout", self, "queue_free") diff --git a/Project/data/scripts/weapon/rail.gd b/Project/data/scripts/weapon/rail.gd index 3c56e66..0d010b4 100644 --- a/Project/data/scripts/weapon/rail.gd +++ b/Project/data/scripts/weapon/rail.gd @@ -1,12 +1,16 @@ extends Spatial -var speed : float = 200; -export(NodePath) var timer; + +export var speed : float = 200 + func _ready() -> void: - $mesh.translation.z = -$mesh.mesh.mid_height/2; - timer = get_node(timer); - timer.connect("timeout", self, "queue_free"); + var mesh: MeshInstance = $mesh + var timer: Timer = $timer + + mesh.translation.z = -mesh.mesh.mid_height/2 + timer.connect("timeout", self, "queue_free") + -func _process(_delta) -> void: - translation -= (global_transform.basis.z * speed) * _delta; +func _process(delta: float) -> void: + translation -= (global_transform.basis.z * speed) * delta diff --git a/Project/data/scripts/weapon/weapon.gd b/Project/data/scripts/weapon/weapon.gd index 42b1c89..8171c40 100644 --- a/Project/data/scripts/weapon/weapon.gd +++ b/Project/data/scripts/weapon/weapon.gd @@ -1,187 +1,215 @@ -class weapon: - var owner : Node; - var name : String; - var firerate : float; - var bullets : int; - var ammo : int; - var max_bullets : int; - var damage : int; - var reload_speed : float; - - func _init(owner, name, firerate, bullets, ammo, max_bullets, damage, reload_speed) -> void: - self.owner = owner; - self.name = name; - self.firerate = firerate; - self.bullets = bullets; - self.ammo = ammo; - self.max_bullets = max_bullets; - self.damage = damage; - self.reload_speed = reload_speed; - - # Get animation node - var anim = owner.get_node("{}/mesh/anim".format([name], "{}")); - - # Get current animation - var animc = anim.current_animation; - - # Get animation node - var mesh = owner.get_node("{}".format([name], "{}")); - +class Weapon: + var owner: Weapons + var name: String + var firerate: float + var bullets: int + var ammo: int + var max_bullets: int + var damage: int + var reload_speed: float + var root: Viewport + var anim: AnimationPlayer + var animc: String + var mesh: Spatial + var camera: CharacterCamera + var character: MovementPlayer + var arsenal: Dictionary + var lerp_speed: float = 30.0 + var decal_base: Vector3 = Vector3(1.0, 1.0, 0.0) + var trail_scene: PackedScene = preload("res://data/scenes/trail.tscn") + var spark_scene: PackedScene = preload("res://data/scenes/spark.tscn") + var decal_scene: PackedScene = preload("res://data/scenes/decal.tscn") + + + func _init( + _owner: Weapons, + _name: String, + _firerate: float, + _bullets: int, + _ammo: int, + _max_bullets: int, + _damage: int, + _reload_speed: float + ) -> void: + owner = _owner + name = _name + firerate = _firerate + bullets = _bullets + ammo = _ammo + max_bullets = _max_bullets + damage = _damage + reload_speed = _reload_speed + root = _owner.get_tree().get_root() + anim = _owner.get_node("{}/mesh/anim".format([name], "{}")) + animc = anim.current_animation + mesh = _owner.get_node("{}".format([name], "{}")) + camera = _owner.get_camera() + character = _owner.get_character() + arsenal = _owner.arsenal + + func _draw() -> void: # Check is visible if not mesh.visible: # Play draw animaton - anim.play("Draw"); - + anim.play("Draw") + + func _hide() -> void: # Check is visible if mesh.visible: # Play hide animaton - anim.play("Hide"); - - func _sprint(sprint, _delta) -> void: - if sprint and owner.character.direction: - mesh.rotation.x = lerp(mesh.rotation.x, -deg2rad(40), 5 * _delta); + anim.play("Hide") + + + func _sprint(sprint: bool, delta: float) -> void: + if sprint and character.direction: + mesh.rotation.x = lerp(mesh.rotation.x, -deg2rad(40.0), 5.0 * delta) else: - mesh.rotation.x = lerp(mesh.rotation.x, 0, 5 * _delta); - - func _shoot(_delta) -> void: + mesh.rotation.x = lerp(mesh.rotation.x, 0.0, 5.0 * delta) + + + func _shoot(delta: float) -> void: # Get audio node - var audio = owner.get_node("{}/audio".format([name], "{}")); - + var audio = owner.get_node("{}/audio".format([name], "{}")) + # Get effects node - var effect = owner.get_node("{}/effect".format([name], "{}")); + var effect = owner.get_node("{}/effect".format([name], "{}")) if bullets > 0: # Play shoot animation if not reloading if animc != "Shoot" and animc != "Reload" and animc != "Draw" and animc != "Hide": - bullets -= 1; - + bullets -= 1 + # recoil - owner.camera.rotation.x = lerp(owner.camera.rotation.x, rand_range(1, 2), _delta); - owner.camera.rotation.y = lerp(owner.camera.rotation.y, rand_range(-1, 1), _delta); - + var rot = camera.rotation + camera.rotation.x = lerp(rot.x, rand_range(1.0, 2.0), delta) + camera.rotation.y = lerp(rot.y, rand_range(-1.0, 1.0), delta) + # Shake the camera - owner.camera.shake_force = 0.002; - owner.camera.shake_time = 0.2; - + camera.shake_force = 0.002 + camera.shake_time = 0.2 + # Change light energy - effect.get_node("shoot").light_energy = 2; - + effect.get_node("shoot").light_energy = 2 + # Emitt fire particles - effect.get_node("fire").emitting = true; - + effect.get_node("fire").emitting = true + # Emitt smoke particles - effect.get_node("smoke").emitting = true; - + effect.get_node("smoke").emitting = true + # Play shoot sound - audio.get_node("shoot").pitch_scale = rand_range(0.9, 1.1); - audio.get_node("shoot").play(); - + audio.get_node("shoot").pitch_scale = rand_range(0.9, 1.1) + audio.get_node("shoot").play() + # Play shoot animation using firate speed - anim.play("Shoot", 0, firerate); - + anim.play("Shoot", -1.0, firerate) + # Get barrel node - var barrel = owner.get_node("{}/barrel".format([name], "{}")); - + var barrel = owner.get_node("{}/barrel".format([name], "{}")) + # Get main scene - var main = owner.get_tree().get_root().get_child(0); - + var main = root.get_child(0) + # Create a instance of trail scene - var trail = preload("res://data/scenes/trail.tscn").instance(); - + var trail = trail_scene.instance() + # Change trail position to out of barrel position - trail.translation = barrel.global_transform.origin; - + trail.translation = barrel.global_transform.origin + # Change trail rotation to camera rotation - trail.rotation = owner.camera.global_transform.basis.get_euler(); - + trail.rotation = camera.global_transform.basis.get_euler() + # Add the trail to main scene - main.add_child(trail); - + main.add_child(trail) + # Get raycast weapon range - var ray = owner.get_node("{}/ray".format([name], "{}")); - + var ray = owner.get_node("{}/ray".format([name], "{}")) + # Check raycast is colliding if ray.is_colliding(): - var local_damage = int(rand_range(damage/1.5, damage)) - + var local_damage: int = int(rand_range(damage/1.5, damage)) + var collider = ray.get_collider() + # Do damage - if ray.get_collider() is RigidBody: - ray.get_collider().apply_central_impulse(-ray.get_collision_normal() * (local_damage * 0.3)); - - if ray.get_collider().is_in_group("prop"): - if ray.get_collider().is_in_group("metal"): - var spark = preload("res://data/scenes/spark.tscn").instance(); - + if collider is RigidBody: + collider.apply_central_impulse(-ray.get_collision_normal() * (local_damage * 0.3)) + + if collider.is_in_group("prop"): + if collider.is_in_group("metal"): + var spark: Particles = spark_scene.instance() + # Add spark scene in collider - ray.get_collider().add_child(spark); - + collider.add_child(spark) + # Change spark position to collider position - spark.global_transform.origin = ray.get_collision_point(); - - spark.emitting = true; - - if ray.get_collider().has_method("_damage"): - ray.get_collider()._damage(local_damage); - + spark.global_transform.origin = ray.get_collision_point() + + spark.emitting = true + + if collider.has_method("_damage"): + collider._damage(local_damage) + # Create a instance of decal scene - var decal = preload("res://data/scenes/decal.tscn").instance(); - + var decal: Spatial = decal_scene.instance() + # Add decal scene in collider - ray.get_collider().add_child(decal); - + collider.add_child(decal) + # Change decal position to collider position - decal.global_transform.origin = ray.get_collision_point(); - + decal.global_transform.origin = ray.get_collision_point() + # decal spins to collider normal - decal.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(1, 1, 0)); + decal.look_at(ray.get_collision_point() + ray.get_collision_normal(), decal_base) else: # Play out sound - if not audio.get_node("out").playing: - audio.get_node("out").pitch_scale = rand_range(0.9, 1.1); - audio.get_node("out").play(); + var out_audio: AudioStreamPlayer3D = audio.get_node("out") + + if not out_audio.playing: + out_audio.pitch_scale = rand_range(0.9, 1.1) + out_audio.play() + func _reload() -> void: if bullets < max_bullets and ammo > 0: if animc != "Reload" and animc != "Shoot" and animc != "Draw" and animc != "Hide": # Play reload animation - anim.play("Reload", 0.2, reload_speed); + anim.play("Reload", 0.2, reload_speed) for b in ammo: bullets += 1 - ammo -= 1; - + ammo -= 1 + if bullets >= max_bullets: - break; - - func _zoom(input, _delta) -> void: - var lerp_speed : int = 30; - var camera = owner.camera; - + break + + + func _zoom(input, delta: float) -> void: if input and animc != "Reload" and animc != "Hide" and animc != "Draw": - camera.fov = lerp(camera.fov, 40, lerp_speed * _delta); - mesh.translation.y = lerp(mesh.translation.y, 0.001, lerp_speed * _delta); - mesh.translation.x = lerp(mesh.translation.x, -0.088, lerp_speed * _delta); + camera.fov = lerp(camera.fov, 40.0, lerp_speed * delta) + mesh.translation.y = lerp(mesh.translation.y, 0.001, lerp_speed * delta) + mesh.translation.x = lerp(mesh.translation.x, -0.088, lerp_speed * delta) else: - camera.fov = lerp(camera.fov, 70, lerp_speed * _delta); - mesh.translation.y = lerp(mesh.translation.y, 0, lerp_speed * _delta); - mesh.translation.x = lerp(mesh.translation.x, 0, lerp_speed * _delta); - - func _update(_delta) -> void: + camera.fov = lerp(camera.fov, 70.0, lerp_speed * delta) + mesh.translation.y = lerp(mesh.translation.y, 0.0, lerp_speed * delta) + mesh.translation.x = lerp(mesh.translation.x, 0.0, lerp_speed * delta) + + + func _update(delta: float) -> void: if animc != "Shoot": - if owner.arsenal.values()[owner.current] == self: - owner.camera.rotation.x = lerp(owner.camera.rotation.x, 0, 10 * _delta); - owner.camera.rotation.y = lerp(owner.camera.rotation.y, 0, 10 * _delta); - + if arsenal.values()[owner.current] == self: + camera.rotation.x = lerp(camera.rotation.x, 0.0, 10.0 * delta) + camera.rotation.y = lerp(camera.rotation.y, 0.0, 10.0 * delta) + # Get current animation - animc = anim.current_animation; - - # Get effect node - var effect = owner.get_node("{}/effect".format([name], "{}")); - + animc = anim.current_animation + + # Get shoot effect node + var shoot: OmniLight = owner.get_node("{}/effect/shoot".format([name], "{}")) + # Change light energy - effect.get_node("shoot").light_energy = lerp(effect.get_node("shoot").light_energy, 0, 5 * _delta); - + shoot.light_energy = lerp(shoot.light_energy, 0.0, 5.0 * delta) + # Remove recoil - mesh.rotation.x = lerp(mesh.rotation.x, 0, 5 * _delta); + mesh.rotation.x = lerp(mesh.rotation.x, 0.0, 5.0 * delta) diff --git a/Project/data/scripts/weapon/weapons.gd b/Project/data/scripts/weapon/weapons.gd index 73ceb7b..ffaf0bd 100644 --- a/Project/data/scripts/weapon/weapons.gd +++ b/Project/data/scripts/weapon/weapons.gd @@ -1,114 +1,121 @@ extends Spatial +class_name Weapons -# Get character's node path -export(NodePath) var character; +const Y_LERP: float = 20.0 +const X_LERP: float = 40.0 -# Get head's node path -export(NodePath) var head; +# Get character +onready var character: MovementPlayer = get_parent() -# Get camera's node path -export(NodePath) var neck; +# Get head +onready var head: RayCast = get_node("%head") -# Get camera's node path -export(NodePath) var camera; +# Get camera +#onready var neck: Spatial = get_node("%head/neck") + +# Get camera +onready var camera: CharacterCamera = get_node("%head/neck/camera") # Load weapon class for make weapons -var weapon = load("res://data/scripts/weapon/weapon.gd"); +var weapon = load("res://data/scripts/weapon/weapon.gd") # All weapons -var arsenal : Dictionary; +var arsenal: Dictionary = {} # Current weapon -var current : int = 0; +var current: int = 0 # Dict of inputs -var input : Dictionary = {}; +var input_shoot: int = 0 +var input_reload: int = 0 +var input_zoom: int = 0 + + +func get_camera() -> CharacterCamera: + return camera + + +func get_character() -> MovementPlayer: + return character + func _ready() -> void: - set_as_toplevel(true); - - # Get camera node from path - camera = get_node(camera); - - # Get neck node from path - neck = get_node(neck); - - # Get head node from path - head = get_node(head); - - # Get head node from path - character = get_node(character); - + set_as_toplevel(true) + # Class reference : - # owner, name, firerate, bullets, ammo, max_bullets, damage, reload_speed; - + # owner, name, firerate, bullets, ammo, max_bullets, damage, reload_speed + # Create mk 23 using weapon classs - arsenal["mk_23"] = weapon.weapon.new(self, "mk_23", 2.0, 12, 999, 12, 40, 1.2); - + arsenal["mk_23"] = weapon.Weapon.new(self, "mk_23", 2.0, 12, 999, 12, 40, 1.2) + # Create glock 17 using weapon class - arsenal["glock_17"] = weapon.weapon.new(self, "glock_17", 3.0, 12, 999, 12, 35, 1.2); - + arsenal["glock_17"] = weapon.Weapon.new(self, "glock_17", 3.0, 12, 999, 12, 35, 1.2) + # Create kriss using weapon class - arsenal["kriss"] = weapon.weapon.new(self, "kriss", 6.0, 32, 999, 33, 25, 1.5); - + arsenal["kriss"] = weapon.Weapon.new(self, "kriss", 6.0, 32, 999, 33, 25, 1.5) + for w in arsenal: - arsenal.values()[current]._hide(); + arsenal.values()[current]._hide() + -func _physics_process(_delta) -> void: +func _physics_process(delta: float) -> void: # Call weapon function - _weapon(_delta); - _change(); - _position(_delta); - -func _weapon(_delta) -> void: - input["shoot"] = int(Input.is_action_pressed("mb_left")); - input["reload"] = int(Input.is_action_pressed("KEY_R")); - input["zoom"] = int(Input.is_action_pressed("mb_right")); - - arsenal.values()[current]._sprint(character.input["sprint"] or character.input["jump"], _delta); - - if not character.input["sprint"] or not character.direction: - if input["shoot"]: - arsenal.values()[current]._shoot(_delta); + _weapon(delta) + _change() + _position(delta) + + +func _weapon(delta: float) -> void: + input_shoot = int(Input.is_action_pressed("mb_left")) + input_reload = int(Input.is_action_pressed("KEY_R")) + input_zoom = int(Input.is_action_pressed("mb_right")) + + var current_arsenal = arsenal.values()[current] + + current_arsenal._sprint(character.input_sprint or character.input_jump, delta) + + if not character.input_sprint or not character.direction: + if input_shoot: + current_arsenal._shoot(delta) - arsenal.values()[current]._zoom(input["zoom"], _delta); - - if input["reload"]: - arsenal.values()[current]._reload(); - + current_arsenal._zoom(input_zoom, delta) + + if input_reload: + current_arsenal._reload() + # Update arsenal for w in range(arsenal.size()): - arsenal.values()[w]._update(_delta); + arsenal.values()[w]._update(delta) + func _change() -> void: # change weapons for w in range(arsenal.size()): if arsenal.values()[w] != arsenal.values()[current]: - arsenal.values()[w]._hide(); + arsenal.values()[w]._hide() else: - arsenal.values()[w]._draw(); + arsenal.values()[w]._draw() -func _position(_delta) -> void: - var y_lerp = 20; - var x_lerp = 40; - - global_transform.origin = head.global_transform.origin; + +func _position(delta: float) -> void: + global_transform.origin = head.global_transform.origin - if not input["zoom"]: - rotation.x = lerp_angle(rotation.x, camera.global_transform.basis.get_euler().x, y_lerp * _delta); - rotation.y = lerp_angle(rotation.y, camera.global_transform.basis.get_euler().y, x_lerp * _delta); + if not input_zoom: + var euler = camera.global_transform.basis.get_euler() + rotation.x = lerp_angle(rotation.x, euler.x, Y_LERP * delta) + rotation.y = lerp_angle(rotation.y, euler.y, X_LERP * delta) else: - rotation = camera.global_transform.basis.get_euler(); - -func _unhandled_input(event): - if event is InputEventKey: - if event.pressed: - var anim = arsenal.values()[current].anim - - if not anim.is_playing(): - if event.scancode == KEY_1: - current = 0; - if event.scancode == KEY_2: - current = 1; - if event.scancode == KEY_3: - current = 2; + rotation = camera.global_transform.basis.get_euler() + + +func _unhandled_input(event) -> void: + if event is InputEventKey and event.pressed: + var anim: AnimationPlayer = arsenal.values()[current].anim + + if not anim.is_playing(): + if event.scancode == KEY_1: + current = 0 + elif event.scancode == KEY_2: + current = 1 + elif event.scancode == KEY_3: + current = 2 diff --git a/Project/data/textures/burnt_ground.png.import b/Project/data/textures/burnt_ground.png.import index 6d89052..ada6b76 100644 --- a/Project/data/textures/burnt_ground.png.import +++ b/Project/data/textures/burnt_ground.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/crosshair.png.import b/Project/data/textures/crosshair.png.import index de3036b..238683c 100644 --- a/Project/data/textures/crosshair.png.import +++ b/Project/data/textures/crosshair.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=false process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/decal.png.import b/Project/data/textures/decal.png.import index 3f9c990..d53ea6f 100644 --- a/Project/data/textures/decal.png.import +++ b/Project/data/textures/decal.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=false process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/explosion.png.import b/Project/data/textures/explosion.png.import index 97104f2..c03cb74 100644 --- a/Project/data/textures/explosion.png.import +++ b/Project/data/textures/explosion.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/fire.png.import b/Project/data/textures/fire.png.import index c030d3e..8db01cb 100644 --- a/Project/data/textures/fire.png.import +++ b/Project/data/textures/fire.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/grid.png.import b/Project/data/textures/grid.png.import index 8b1a2a7..7dfa0f6 100644 --- a/Project/data/textures/grid.png.import +++ b/Project/data/textures/grid.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/data/textures/smoke.png.import b/Project/data/textures/smoke.png.import index 34eb6b8..84dcb30 100644 --- a/Project/data/textures/smoke.png.import +++ b/Project/data/textures/smoke.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/icon.png.import b/Project/icon.png.import index 0a43997..f6a79f2 100644 --- a/Project/icon.png.import +++ b/Project/icon.png.import @@ -30,6 +30,7 @@ process/fix_alpha_border=true process/premult_alpha=false process/HDR_as_SRGB=false process/invert_color=false +process/normal_map_invert_y=false stream=false size_limit=0 detect_3d=false diff --git a/Project/project.godot b/Project/project.godot index 45600c8..af0ed1f 100644 --- a/Project/project.godot +++ b/Project/project.godot @@ -8,9 +8,26 @@ config_version=4 -_global_script_classes=[ ] +_global_script_classes=[ { +"base": "Camera", +"class": "CharacterCamera", +"language": "GDScript", +"path": "res://data/scripts/character/camera.gd" +}, { +"base": "KinematicBody", +"class": "MovementPlayer", +"language": "GDScript", +"path": "res://data/scripts/character/movement.gd" +}, { +"base": "Spatial", +"class": "Weapons", +"language": "GDScript", +"path": "res://data/scripts/weapon/weapons.gd" +} ] _global_script_class_icons={ - +"CharacterCamera": "", +"MovementPlayer": "", +"Weapons": "" } [application] @@ -40,82 +57,82 @@ ogg_vorbis={ KEY_ESCAPE={ "deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null) +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } KEY_A={ "deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null) +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } KEY_D={ "deadzone": 0.5, -"events": [ 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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } KEY_S={ "deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null) +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } KEY_SPACE={ "deadzone": 0.5, -"events": [ 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