Fix the aiming and bullet creation
This commit is contained in:
@ -1,22 +1,31 @@
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extends Node
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class_name BulletSpawnerController
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# This script shoud be able to find the player
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var players: Dictionary = {}
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func spawn_a_bullet():
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# -- Get
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pass
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var world: MapController = find_parent("Map")
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# Get all the players on the server and add
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# corresponding nodes to them
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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func _get_root() -> Node3D:
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return $Bullets
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# -- TODO: Better bullet naming handler
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var bullet_amount: int = -2147483647
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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_get_root().add_child(node)
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@ -1,8 +1,12 @@
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[gd_scene format=3 uid="uid://sh5diukewgs5"]
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[gd_scene load_steps=2 format=3 uid="uid://sh5diukewgs5"]
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[ext_resource type="Script" path="res://scenes/maps/base/bullet_spawner/bullet_controller.gd" id="1_ohxtg"]
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[node name="BulletSpawner" type="Node3D"]
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script = ExtResource("1_ohxtg")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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spawn_path = NodePath("../Node3D")
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_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
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spawn_path = NodePath("../Bullets")
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[node name="Node3D" type="Node3D" parent="."]
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[node name="Bullets" type="Node3D" parent="."]
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@ -3,9 +3,11 @@ class_name MapController extends Node
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
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const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
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const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
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var player_spawner: PlayerSpawnerController
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var object_spawner: Node3D
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var bullet_spawner: BulletSpawnerController
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@onready var spawn_locations: SpawnController = $SpawnLocations
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func _on_player_connected(id):
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@ -25,6 +27,11 @@ func _ready() -> void:
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err = _add_object_spawner()
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if err != OK:
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push_error("Couldn't load object spawner")
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err = _add_bullet_spawner()
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if err != OK:
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push_error("Couldn't load bullet spawner")
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# add objects spawner
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if not OS.has_feature("dedicated_server"):
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_request_spawn.rpc_id(1, multiplayer.get_unique_id())
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@ -71,18 +78,19 @@ func _add_object_spawner() -> Error :
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add_child(node)
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object_spawner = node
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return OK
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func _add_bullet_spawner() -> Error :
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if not ResourceLoader.exists(BULLET_SPAWNER):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(BULLET_SPAWNER)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: BulletSpawnerController = scene.instantiate()
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add_child(node)
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bullet_spawner = node
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return OK
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var bullet_amount: int = 0
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# -- TODO: Better bullet naming handler
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var bullet_amount: int = -2147483647
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
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var root_node: Node3D = object_spawner.find_child("Objects")
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spawner.spawn(node)
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root_node.add_child(node)
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bullet_spawner.spawn_bullet(starting_point, speed, damage)
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@ -755,9 +755,13 @@ sky = SubResource("Sky_8ov8p")
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ambient_light_source = 3
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ambient_light_color = Color(1, 1, 1, 1)
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reflected_light_source = 2
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ssao_enabled = true
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glow_enabled = true
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.4
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fog_enabled = true
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fog_density = 0.3
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fog_height = 1.5
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fog_height_density = 2.0
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volumetric_fog_density = 0.5118
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volumetric_fog_albedo = Color(0.574998, 0.574998, 0.574998, 1)
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[node name="Map" type="Node3D"]
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@ -948,13 +952,33 @@ skeleton = NodePath("")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="World/Floor/Cube_New_Material_0/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_ssowb")
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[node name="Wall1" type="CSGBox3D" parent="World/Floor"]
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transform = Transform3D(0.501255, 0, 0, 0, 3042.19, 1.32462e-12, 0, -2.54233e-13, 0.224521, 0.400475, 103.066, -50.5824)
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use_collision = true
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size = Vector3(202.722, 1, 1)
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[node name="Wall2" type="CSGBox3D" parent="World/Floor"]
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transform = Transform3D(13.0412, 0, 0, 0, 3229.73, -1.0842e-19, 0, 1.6263e-19, -0.119006, -0.120136, 204.589, 50.2439)
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use_collision = true
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size = Vector3(7.74426, 1, 1)
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[node name="Wall3" type="CSGBox3D" parent="World/Floor"]
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transform = Transform3D(0.999991, 0, 0, 0, 1850.04, 0, 0, 3.25261e-19, 74.4088, 50.2737, 1083.97, 0.57866)
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use_collision = true
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size = Vector3(1, 1, 1.36209)
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[node name="CSGBox3D" type="CSGBox3D" parent="World/Floor"]
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transform = Transform3D(2.17244, 0, 0, 0, 2564.33, 2.23235e-16, 0, 1.71906e-19, 100.33, -51.2656, 610.162, 0)
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use_collision = true
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[node name="Light" type="Node3D" parent="."]
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[node name="MainLight" type="DirectionalLight3D" parent="Light"]
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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)
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light_energy = 2.029
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light_energy = 3.325
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light_indirect_energy = 3.457
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light_volumetric_fog_energy = 1.64
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directional_shadow_mode = 1
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[node name="SpawnLocations" type="Node3D" parent="."]
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script = ExtResource("2_1ss1b")
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