Fix the aiming and bullet creation

This commit is contained in:
2025-02-01 18:03:00 +01:00
parent 33f1d57a50
commit bd91818682
19 changed files with 334 additions and 8089 deletions

View File

@ -1,22 +1,31 @@
extends Node
class_name BulletSpawnerController
# This script shoud be able to find the player
var players: Dictionary = {}
func spawn_a_bullet():
# -- Get
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var world: MapController = find_parent("Map")
# Get all the players on the server and add
# corresponding nodes to them
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
func _get_root() -> Node3D:
return $Bullets
# -- TODO: Better bullet naming handler
var bullet_amount: int = -2147483647
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
_get_root().add_child(node)

View File

@ -1,8 +1,12 @@
[gd_scene format=3 uid="uid://sh5diukewgs5"]
[gd_scene load_steps=2 format=3 uid="uid://sh5diukewgs5"]
[ext_resource type="Script" path="res://scenes/maps/base/bullet_spawner/bullet_controller.gd" id="1_ohxtg"]
[node name="BulletSpawner" type="Node3D"]
script = ExtResource("1_ohxtg")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Node3D")
_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
spawn_path = NodePath("../Bullets")
[node name="Node3D" type="Node3D" parent="."]
[node name="Bullets" type="Node3D" parent="."]

View File

@ -3,9 +3,11 @@ class_name MapController extends Node
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
var player_spawner: PlayerSpawnerController
var object_spawner: Node3D
var bullet_spawner: BulletSpawnerController
@onready var spawn_locations: SpawnController = $SpawnLocations
func _on_player_connected(id):
@ -25,6 +27,11 @@ func _ready() -> void:
err = _add_object_spawner()
if err != OK:
push_error("Couldn't load object spawner")
err = _add_bullet_spawner()
if err != OK:
push_error("Couldn't load bullet spawner")
# add objects spawner
if not OS.has_feature("dedicated_server"):
_request_spawn.rpc_id(1, multiplayer.get_unique_id())
@ -71,18 +78,19 @@ func _add_object_spawner() -> Error :
add_child(node)
object_spawner = node
return OK
func _add_bullet_spawner() -> Error :
if not ResourceLoader.exists(BULLET_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(BULLET_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: BulletSpawnerController = scene.instantiate()
add_child(node)
bullet_spawner = node
return OK
var bullet_amount: int = 0
# -- TODO: Better bullet naming handler
var bullet_amount: int = -2147483647
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
var root_node: Node3D = object_spawner.find_child("Objects")
spawner.spawn(node)
root_node.add_child(node)
bullet_spawner.spawn_bullet(starting_point, speed, damage)

View File

@ -755,9 +755,13 @@ sky = SubResource("Sky_8ov8p")
ambient_light_source = 3
ambient_light_color = Color(1, 1, 1, 1)
reflected_light_source = 2
ssao_enabled = true
glow_enabled = true
volumetric_fog_enabled = true
volumetric_fog_density = 0.4
fog_enabled = true
fog_density = 0.3
fog_height = 1.5
fog_height_density = 2.0
volumetric_fog_density = 0.5118
volumetric_fog_albedo = Color(0.574998, 0.574998, 0.574998, 1)
[node name="Map" type="Node3D"]
@ -948,13 +952,33 @@ skeleton = NodePath("")
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/Floor/Cube_New_Material_0/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_ssowb")
[node name="Wall1" type="CSGBox3D" parent="World/Floor"]
transform = Transform3D(0.501255, 0, 0, 0, 3042.19, 1.32462e-12, 0, -2.54233e-13, 0.224521, 0.400475, 103.066, -50.5824)
use_collision = true
size = Vector3(202.722, 1, 1)
[node name="Wall2" type="CSGBox3D" parent="World/Floor"]
transform = Transform3D(13.0412, 0, 0, 0, 3229.73, -1.0842e-19, 0, 1.6263e-19, -0.119006, -0.120136, 204.589, 50.2439)
use_collision = true
size = Vector3(7.74426, 1, 1)
[node name="Wall3" type="CSGBox3D" parent="World/Floor"]
transform = Transform3D(0.999991, 0, 0, 0, 1850.04, 0, 0, 3.25261e-19, 74.4088, 50.2737, 1083.97, 0.57866)
use_collision = true
size = Vector3(1, 1, 1.36209)
[node name="CSGBox3D" type="CSGBox3D" parent="World/Floor"]
transform = Transform3D(2.17244, 0, 0, 0, 2564.33, 2.23235e-16, 0, 1.71906e-19, 100.33, -51.2656, 610.162, 0)
use_collision = true
[node name="Light" type="Node3D" parent="."]
[node name="MainLight" type="DirectionalLight3D" parent="Light"]
transform = Transform3D(-0.080856, -0.707107, 0.702469, -0.0808559, 0.707107, 0.702469, -0.993441, 1.60778e-07, -0.114348, 79.2354, 89.2354, -3.02637e-06)
light_energy = 2.029
light_energy = 3.325
light_indirect_energy = 3.457
light_volumetric_fog_energy = 1.64
directional_shadow_mode = 1
[node name="SpawnLocations" type="Node3D" parent="."]
script = ExtResource("2_1ss1b")