generated from Persson-dev/Godot-Xmake
simple dynamic crosshair
This commit is contained in:
@@ -24,3 +24,42 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
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transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
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[node name="UserInterface" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 1
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[node name="Crosshair" type="Crosshair" parent="UserInterface"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(0, -5, 0, -15)
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width = 2.0
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[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(5, 0, 15, 0)
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width = 2.0
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[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(0, 5, 0, 15)
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width = 2.0
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[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(-5, 0, -15, 0)
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width = 2.0
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@@ -24,7 +24,10 @@ BoneCollisionShape::BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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void BoneCollisionShape::_ready() {}
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void BoneCollisionShape::_ready() {
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m_Crosshair = Object::cast_to<Crosshair>(get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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}
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void BoneCollisionShape::set_head_damage(int a_D) {
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void BoneCollisionShape::set_head_damage(int a_D) {
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m_HeadDamage = a_D;
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m_HeadDamage = a_D;
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@@ -44,11 +47,13 @@ int BoneCollisionShape::get_body_damage() const {
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void BoneCollisionShape::headshot_hit() {
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void BoneCollisionShape::headshot_hit() {
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ERR_PRINT("zombie headshot hit");
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ERR_PRINT("zombie headshot hit");
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m_Crosshair->set_dot_color(Color(1,0,0,1));
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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}
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}
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void BoneCollisionShape::bodyshot_hit() {
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void BoneCollisionShape::bodyshot_hit() {
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ERR_PRINT("zombie body hit");
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ERR_PRINT("zombie body hit");
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m_Crosshair->set_dot_color(Color(0,0,1,1));
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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}
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "Crosshair.h"
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#include <godot_cpp/classes/area3d.hpp>
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#include <godot_cpp/classes/area3d.hpp>
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namespace blitz {
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namespace blitz {
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@@ -25,6 +26,7 @@ class BoneCollisionShape : public godot::Area3D {
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int get_head_damage() const;
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int get_head_damage() const;
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void set_body_damage(int d);
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void set_body_damage(int d);
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int get_body_damage() const;
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int get_body_damage() const;
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Crosshair* m_Crosshair;
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};
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};
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} // namespace blitz
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} // namespace blitz
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@@ -25,6 +25,8 @@ void Bullet::_ready() {
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m_Timer = memnew(Timer);
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m_Timer = memnew(Timer);
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add_child(m_Timer);
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add_child(m_Timer);
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m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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}
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}
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void Bullet::_physics_process(float a_Delta) {
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void Bullet::_physics_process(float a_Delta) {
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@@ -53,6 +55,7 @@ void Bullet::_physics_process(float a_Delta) {
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}
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}
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void Bullet::_on_timer_timeout() {
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void Bullet::_on_timer_timeout() {
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m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
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queue_free();
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queue_free();
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}
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "Crosshair.h"
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#include <godot_cpp/classes/gpu_particles3d.hpp>
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#include <godot_cpp/classes/gpu_particles3d.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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@@ -24,6 +25,7 @@ class Bullet : public godot::Node3D {
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godot::RayCast3D* m_Ray;
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godot::RayCast3D* m_Ray;
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godot::MeshInstance3D* m_Mesh;
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godot::MeshInstance3D* m_Mesh;
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godot::Timer* m_Timer;
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godot::Timer* m_Timer;
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Crosshair* m_Crosshair;
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void _on_timer_timeout();
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void _on_timer_timeout();
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};
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};
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59
src/Crosshair.cpp
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59
src/Crosshair.cpp
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@@ -0,0 +1,59 @@
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#include "Crosshair.h"
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using namespace godot;
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namespace blitz {
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void Crosshair::_bind_methods() {}
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Crosshair::Crosshair() :
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m_DotRadius(1.0f),
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m_DotColor(Color(1, 1, 1, 1)),
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m_CrosshairSpeed(0.25f),
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m_CrosshairDistance(2.0f),
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m_Origin(Vector3(0, 0, 0)),
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m_Pos(Vector2(0, 0)) {}
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Crosshair::~Crosshair() {}
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void Crosshair::_ready() {
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m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
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DEV_ASSERT(m_Player);
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m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
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Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
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for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
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DEV_ASSERT(m_CrosshairLines[i]);
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}
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queue_redraw();
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}
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void Crosshair::_process(float a_Delta) {
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adjust_crosshair_lines();
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}
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void Crosshair::_draw() {
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draw_circle(Vector2(0, 0), m_DotRadius, m_DotColor);
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}
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void Crosshair::adjust_crosshair_lines() {
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Vector3 vel = m_Player->get_real_velocity();
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float speed = m_Origin.distance_to(vel);
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m_CrosshairLines[0]->set_position(
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m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
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m_CrosshairLines[1]->set_position(
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m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
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m_CrosshairLines[2]->set_position(
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m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
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m_CrosshairLines[3]->set_position(
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m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
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}
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void Crosshair::set_dot_color(Color a_Color) {
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m_DotColor = a_Color;
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queue_redraw();
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}
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} // namespace blitz
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35
src/Crosshair.h
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35
src/Crosshair.h
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@@ -0,0 +1,35 @@
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#pragma once
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#include "FirstPersonPlayer.h"
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#include <godot_cpp/classes/center_container.hpp>
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#include <godot_cpp/classes/line2d.hpp>
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namespace blitz {
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class Crosshair : public godot::CenterContainer {
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GDCLASS(Crosshair, godot::CenterContainer)
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protected:
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static void _bind_methods();
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public:
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Crosshair();
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~Crosshair();
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void _ready();
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void _process(float delta);
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void _draw();
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void set_dot_color(godot::Color col);
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private:
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godot::Color m_DotColor;
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float m_DotRadius;
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std::array<godot::Line2D*, 4> m_CrosshairLines;
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FirstPersonPlayer* m_Player;
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float m_CrosshairSpeed;
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float m_CrosshairDistance;
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godot::Vector3 m_Origin;
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godot::Vector2 m_Pos;
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void adjust_crosshair_lines();
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};
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} // namespace blitz
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@@ -7,6 +7,7 @@
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#include "SpringArmPivot.h"
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#include "SpringArmPivot.h"
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#include "World.h"
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#include "World.h"
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#include "Zombie.h"
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#include "Zombie.h"
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#include "Crosshair.h"
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#include <gdextension_interface.h>
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/core/defs.hpp>
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@@ -26,6 +27,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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ClassDB::register_class<blitz::Zombie>();
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ClassDB::register_class<blitz::Zombie>();
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ClassDB::register_class<blitz::BoneCollisionShape>();
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ClassDB::register_class<blitz::BoneCollisionShape>();
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ClassDB::register_class<blitz::World>();
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ClassDB::register_class<blitz::World>();
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ClassDB::register_class<blitz::Crosshair>();
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}
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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