WIP: Start working on the frag/damage system

This commit is contained in:
2025-02-02 17:56:39 +01:00
parent 8939d0198b
commit 7012846b00
25 changed files with 3295 additions and 211 deletions

View File

@ -8,8 +8,12 @@ class_name PlayerPlaceholder
@onready var server_node: PlayerServerNode = $ServerControlledNode
@export var character_speed: int = 5
@onready var bullet_starting_poing: Node3D = $ServerControlledNode/BulletStartingPoint
@export var default_weapon: String = "deagle"
@export var weapon_slot_1: String = "ak"
@export var weapon_slot_2: String = "deagle"
@export var weapon_slot_3: String = ""
@export var weapon_slot_4: String = ""
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -18,10 +22,14 @@ func _ready() -> void:
$PlayerControlledNode/CameraMount.set_multiplayer_authority(owner_id)
switch_players_camera.rpc_id(owner_id)
server_node.global_position = initial_position
client_node.global_position = server_node.global_position
client_node.rotation.y = server_node.rotation.y
client_node.rotation.x = server_node.rotation.x
client_node.set_default_weapon_meta.rpc_id(owner_id, 1, "ak")
client_node.set_default_weapon_meta.rpc_id(owner_id, 2, "deagle")
client_node.set_default_weapon_meta.rpc_id(owner_id, 3, "vector")
client_node._preload_weapon.rpc_id(owner_id)
if multiplayer.is_server():
$Timer.start()
if owner_id != multiplayer.get_unique_id():
@ -30,7 +38,8 @@ func _ready() -> void:
pass
#client_node._add_legs_to_first_view()
func _set_default_weapon():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
#if desired_player_state.globa_position != real_player_state.globa_position:

View File

@ -3,7 +3,6 @@
[ext_resource type="Script" path="res://scenes/player/player_input_controller.gd" id="1_m6tul"]
[ext_resource type="Script" path="res://scenes/player/placeholder.gd" id="1_ts455"]
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="3_8ulsx"]
[ext_resource type="PackedScene" uid="uid://dtvo21mk1webd" path="res://scenes/weapon/guns/ak/with_hands.tscn" id="3_xxv4y"]
[ext_resource type="PackedScene" uid="uid://1txob6jskn5s" path="res://scenes/characters/blue/dummy.tscn" id="5_16l76"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_taqso"]
@ -17,6 +16,10 @@ font_size = 70
font_size = 100
font_color = Color(0.756874, 0, 0.223924, 1)
[sub_resource type="Environment" id="Environment_i2xeo"]
sdfgi_enabled = true
glow_enabled = true
[sub_resource type="Animation" id="Animation_falg4"]
length = 0.001
tracks/0/type = "value"
@ -184,8 +187,10 @@ size = Vector2i(1920, 1964)
render_target_update_mode = 4
[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.30409, -0.371306)
cull_mask = 524288
fov = 40.0
environment = SubResource("Environment_i2xeo")
fov = 50.0
[node name="GunMount" type="Node3D" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D"]
@ -194,12 +199,8 @@ libraries = {
"": SubResource("AnimationLibrary_u1b6p")
}
[node name="WithHands" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount" instance=ExtResource("3_xxv4y")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.3, -0.4, 0)
visible = false
[node name="BulletStartingPoint" type="Node3D" parent="PlayerControlledNode/CameraMount"]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -0.42185)
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -0.00364852)
[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
@ -217,7 +218,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="BulletStartingPoint" type="Node3D" parent="ServerControlledNode"]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.287, -0.54568)
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.287, -0.37786)
[node name="Dummy" parent="ServerControlledNode" instance=ExtResource("5_16l76")]
visible = false

View File

@ -18,7 +18,7 @@ const JUMP_VELOCITY = 4.5
#func _ready() -> void:
var current_gun: String = "ak"
var current_gun: String = "m1"
@onready var gun_mount: Node3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount
@onready var gun_mount_anim: AnimationPlayer = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount/AnimationPlayer
var gun_with_hands: Node3D = null
@ -30,28 +30,79 @@ var current_weapon_bullet_speed: int
var current_weapon_cooldown_interwal: float
var look_dir: Vector2
var moving = false
@export var equipment_meta: Dictionary = {}
@export var equipment: Dictionary = {}
var chosen_weapon: int = 1
func _ready() -> void:
global_position = $"..".initial_position
_add_legs_to_first_view()
# -- TODO: It should not be hardcoded
# Define a format string with placeholder '%s'
#var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
#var path := path_tmpl % current_gun
#var scene: PackedScene = ResourceLoader.load(path)
#var node: Node3D = scene.instantiate()
#node.scale = Vector3(0.5,0.5,0.5)
#node.position = Vector3(-0.3, -0.4, 0)
#current_weapon_bullet_speed = node.bullet_speed
#current_weapon_cooldown_interwal = node.cooldown
#current_weapon_damage = node.damage
#gun_with_hands = node
#gun_mount.add_child(node)
@rpc('any_peer', 'call_local', "reliable")
func set_default_weapon_meta(slot: int, name: String):
equipment_meta[slot] = name
print(equipment_meta)
func load_weapon(name: String) -> Error:
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % current_gun
var path := path_tmpl % name
var scene: PackedScene = ResourceLoader.load(path)
var node: Node3D = scene.instantiate()
node.scale = Vector3(0.5,0.5,0.5)
node.position = Vector3(-0.3, -0.4, 0)
current_weapon_bullet_speed = node.bullet_speed
current_weapon_cooldown_interwal = node.cooldown
current_weapon_damage = node.damage
gun_with_hands = node
gun_mount.add_child(node)
return OK
@rpc('any_peer', 'call_local', "reliable")
func _preload_weapon():
for i in equipment_meta:
var weapon_name = equipment_meta[i]
print(weapon_name)
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % weapon_name
var scene: PackedScene = ResourceLoader.load(path)
var node: Node3D = scene.instantiate()
node.scale = Vector3(0.5,0.5,0.5)
node.position = Vector3(-0.3, -0.4, 0)
node.name = "CurrentWeapon"
node.visible = 0
equipment[weapon_name] = node
gun_mount.add_child(node)
func _choose_weapon(slot: int):
if chosen_weapon != slot:
if equipment_meta.has(chosen_weapon):
if equipment.has(equipment_meta[chosen_weapon]):
if equipment[equipment_meta[chosen_weapon]] != null:
equipment[equipment_meta[chosen_weapon]].visible = 0
chosen_weapon = slot
if equipment_meta.has(slot):
var desired_weapon: String = equipment_meta[slot]
if equipment.has(desired_weapon):
equipment[equipment_meta[chosen_weapon]].visible = 1
func _input(event):
if multiplayer.get_unique_id() == get_multiplayer_authority():
if Input.is_action_just_pressed("jump"): jumping = true
if Input.is_action_just_pressed("shoot"): shooting = true
if Input.is_action_just_released("shoot"): shooting = false
if Input.is_action_just_pressed("weapon_slot_1"): _choose_weapon(1)
if Input.is_action_just_pressed("weapon_slot_2"): _choose_weapon(2)
if Input.is_action_just_pressed("weapon_slot_3"): _choose_weapon(3)
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
look_dir = event.relative * 1
rotation.y -= look_dir.x * camera_sens * 1.0
@ -95,9 +146,11 @@ func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
if moving:
gun_mount_anim.play("move")
pass
#gun_mount_anim.play("move")
else:
gun_mount_anim.stop()
pass
#gun_mount_anim.stop()
move_and_slide()