diff --git a/project.godot b/project.godot index 45937fb..b03a6e4 100644 --- a/project.godot +++ b/project.godot @@ -26,6 +26,8 @@ window/size/viewport_width=1920 window/size/viewport_height=1964 window/size/mode=4 window/size/borderless=true +window/stretch/mode="canvas_items" +window/stretch/aspect="expand" window/vsync/vsync_mode=2 [filesystem] diff --git a/scenes/weapon/generic_weapon_controller.gd b/scenes/weapon/generic_weapon_controller.gd index 4f42d77..cfc84a2 100644 --- a/scenes/weapon/generic_weapon_controller.gd +++ b/scenes/weapon/generic_weapon_controller.gd @@ -9,12 +9,13 @@ class_name WeaponController extends Node3D @export var cooldown: float = 0 # bullet speed in m/s @export var bullet_speed: int = 0 -@export var bullet_spread_script: GDScript - +@export var bullet_spread_script: Resource # Called when the node enters the scene tree for the first time. func _ready() -> void: - pass # Replace with function body. + if bullet_spread_script: + bullet_spread_script = bullet_spread_script.new() + bullet_spread_script.reset_spread() @onready var bullet_trace_distance: Node3D = $BulletTraceDistance @onready var bullet_trail_end: Node3D = $BulletTrailEnd @@ -22,15 +23,21 @@ func shoot() -> Error: var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start") var bullet_end_node: Node3D = bullet_trace_distance.find_child("End") if bullet_start_node and bullet_end_node: + var direction: Vector3 = bullet_end_node.position + if bullet_spread_script: + var spread_offset: Vector3 = bullet_spread_script.get_spread_offset() + direction += spread_offset + direction = direction.normalized() var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn" if not ResourceLoader.exists(path): return ERR_DOES_NOT_EXIST var scene: PackedScene = ResourceLoader.load(path) if not scene.can_instantiate(): return ERR_CANT_OPEN - + var bullet_distance: float = 100 + var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance var node: MeshInstance3D = scene.instantiate() - node.init(bullet_start_node.position, bullet_end_node.position) + node.init(bullet_start_node.position, bullet_end_position) #var root := get_tree().get_root() bullet_start_node.add_child(node) return OK @@ -42,3 +49,7 @@ func shoot() -> Error: # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass + +func reset_spread() -> void: + if bullet_spread_script: + bullet_spread_script.reset_spread() diff --git a/scenes/weapon/guns/ak/bullet_spread.gd b/scenes/weapon/guns/ak/bullet_spread.gd new file mode 100644 index 0000000..123b591 --- /dev/null +++ b/scenes/weapon/guns/ak/bullet_spread.gd @@ -0,0 +1,35 @@ +class_name BulletSpread extends Resource + +@export var max_spread: float = 5.0 +@export var spread_increase_per_shot: float = 0.5 + +var current_spread: float = 0.0 +var shot_count: int = 0 +var spread_y : float = 0 +var spread_x: float = 0 +var last_y_spread: float = 0 # remember y cord for 9th shot + +func reset_spread() -> void: + current_spread = 0.0 + shot_count = 0 + +# To get offset for current shot +func get_spread_offset() -> Vector3: + # Increasing spread after each shot + current_spread = min(current_spread + spread_increase_per_shot, max_spread) + shot_count += 1 + + # If its a 1 shot + if shot_count == 1: + return Vector3.ZERO + + + if shot_count < 10: + spread_x = randf_range(-current_spread, current_spread) * (shot_count - 1) + spread_y = current_spread * (shot_count - 1) + if shot_count == 9: last_y_spread = spread_y + else: + spread_x = randf_range(-current_spread, current_spread) * 10 + spread_y = randf_range(last_y_spread - 10, last_y_spread + 10) + + return Vector3(spread_x, spread_y, 0) diff --git a/scenes/weapon/guns/ak/with_hands.tscn b/scenes/weapon/guns/ak/with_hands.tscn index 0794fb9..6bfe9cb 100644 --- a/scenes/weapon/guns/ak/with_hands.tscn +++ b/scenes/weapon/guns/ak/with_hands.tscn @@ -1,7 +1,8 @@ -[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"] +[gd_scene load_steps=56 format=4 uid="uid://dtvo21mk1webd"] [ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"] [ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"] +[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet_spread.gd" id="2_4o3my"] [ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"] @@ -555,8 +556,9 @@ shadow_mesh = SubResource("ArrayMesh_he3sr") [node name="WithHands" type="Node3D"] script = ExtResource("1_h1xyo") damage = 50 -cooldown = 0.2 +cooldown = 0.1 bullet_speed = 200 +bullet_spread_script = ExtResource("2_4o3my") [node name="Gun" parent="." instance=ExtResource("1_aaafm")] diff --git a/scenes/weapon/misc/bullet_trail_generic.gd b/scenes/weapon/misc/bullet_trail_generic.gd index 408e0a9..1621624 100644 --- a/scenes/weapon/misc/bullet_trail_generic.gd +++ b/scenes/weapon/misc/bullet_trail_generic.gd @@ -1,7 +1,7 @@ extends MeshInstance3D var alpha = 1.0 -func init(pos1, pos2): +func init(pos1: Vector3, pos2: Vector3): var draw_mesh := ImmediateMesh.new() mesh = draw_mesh draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override) diff --git a/scripts/player/player_input_controller.gd b/scripts/player/player_input_controller.gd index 63f969b..f7d3bf7 100644 --- a/scripts/player/player_input_controller.gd +++ b/scripts/player/player_input_controller.gd @@ -99,6 +99,7 @@ func _add_first_view_model() -> Error : # Define a format string with placeholder '%s' var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn" var path := path_tmpl % current_gun + print(path) if not ResourceLoader.exists(path): return ERR_DOES_NOT_EXIST var scene: PackedScene = ResourceLoader.load(path) @@ -168,7 +169,7 @@ var jump_vel: Vector3 # Jumping velocity @export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m @export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1 - +var is_shooting: bool = false func _unhandled_input(event: InputEvent) -> void: if _is_current_player(): if event is InputEventMouseMotion: @@ -176,7 +177,10 @@ func _unhandled_input(event: InputEvent) -> void: if mouse_captured: _rotate_camera() #if Input.is_action_just_pressed("jump"): jumping = true if Input.is_action_just_pressed("exit"): get_tree().quit() - if Input.is_action_pressed("shot"): _shoot() + if Input.is_action_pressed("shot"): is_shooting = true + if Input.is_action_just_released("shot"): + is_shooting = false + gun_with_hands.reset_spread() #if str($"..".name).to_int() == multiplayer.get_unique_id(): #if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot() #if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload() @@ -201,6 +205,8 @@ func _process(delta: float) -> void: model.reparent(get_tree().get_root()) model.die() queue_free() + if is_shooting == true: + _shoot() func _physics_process(delta: float) -> void: