simple dynamic crosshair

This commit is contained in:
Morph01
2024-08-25 18:25:22 +02:00
parent 5c6f82c5d7
commit 68d3cec08a
8 changed files with 152 additions and 5 deletions

View File

@@ -24,3 +24,42 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
[node name="UserInterface" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="Crosshair" type="Crosshair" parent="UserInterface"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(0, -5, 0, -15)
width = 2.0
[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(5, 0, 15, 0)
width = 2.0
[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(0, 5, 0, 15)
width = 2.0
[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(-5, 0, -15, 0)
width = 2.0

View File

@@ -24,7 +24,10 @@ BoneCollisionShape::BoneCollisionShape() {}
BoneCollisionShape::~BoneCollisionShape() {}
void BoneCollisionShape::_ready() {}
void BoneCollisionShape::_ready() {
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
}
void BoneCollisionShape::set_head_damage(int a_D) {
m_HeadDamage = a_D;
@@ -44,11 +47,13 @@ int BoneCollisionShape::get_body_damage() const {
void BoneCollisionShape::headshot_hit() {
ERR_PRINT("zombie headshot hit");
m_Crosshair->set_dot_color(Color(1,0,0,1));
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
}
void BoneCollisionShape::bodyshot_hit() {
ERR_PRINT("zombie body hit");
m_Crosshair->set_dot_color(Color(0,0,1,1));
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include "Crosshair.h"
#include <godot_cpp/classes/area3d.hpp>
namespace blitz {
@@ -15,16 +16,17 @@ class BoneCollisionShape : public godot::Area3D {
~BoneCollisionShape();
void _ready();
void headshot_hit();
void headshot_hit();
void bodyshot_hit();
private:
int m_HeadDamage = 2;
int m_BodyDamage = 1;
void set_head_damage(int d);
int get_head_damage() const;
void set_head_damage(int d);
int get_head_damage() const;
void set_body_damage(int d);
int get_body_damage() const;
int get_body_damage() const;
Crosshair* m_Crosshair;
};
} // namespace blitz

View File

@@ -25,6 +25,8 @@ void Bullet::_ready() {
m_Timer = memnew(Timer);
add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
}
void Bullet::_physics_process(float a_Delta) {
@@ -53,6 +55,7 @@ void Bullet::_physics_process(float a_Delta) {
}
void Bullet::_on_timer_timeout() {
m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
queue_free();
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include "Crosshair.h"
#include <godot_cpp/classes/gpu_particles3d.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/node3d.hpp>
@@ -24,6 +25,7 @@ class Bullet : public godot::Node3D {
godot::RayCast3D* m_Ray;
godot::MeshInstance3D* m_Mesh;
godot::Timer* m_Timer;
Crosshair* m_Crosshair;
void _on_timer_timeout();
};

59
src/Crosshair.cpp Normal file
View File

@@ -0,0 +1,59 @@
#include "Crosshair.h"
using namespace godot;
namespace blitz {
void Crosshair::_bind_methods() {}
Crosshair::Crosshair() :
m_DotRadius(1.0f),
m_DotColor(Color(1, 1, 1, 1)),
m_CrosshairSpeed(0.25f),
m_CrosshairDistance(2.0f),
m_Origin(Vector3(0, 0, 0)),
m_Pos(Vector2(0, 0)) {}
Crosshair::~Crosshair() {}
void Crosshair::_ready() {
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
DEV_ASSERT(m_Player);
m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
DEV_ASSERT(m_CrosshairLines[i]);
}
queue_redraw();
}
void Crosshair::_process(float a_Delta) {
adjust_crosshair_lines();
}
void Crosshair::_draw() {
draw_circle(Vector2(0, 0), m_DotRadius, m_DotColor);
}
void Crosshair::adjust_crosshair_lines() {
Vector3 vel = m_Player->get_real_velocity();
float speed = m_Origin.distance_to(vel);
m_CrosshairLines[0]->set_position(
m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[1]->set_position(
m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
m_CrosshairLines[2]->set_position(
m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[3]->set_position(
m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
}
void Crosshair::set_dot_color(Color a_Color) {
m_DotColor = a_Color;
queue_redraw();
}
} // namespace blitz

35
src/Crosshair.h Normal file
View File

@@ -0,0 +1,35 @@
#pragma once
#include "FirstPersonPlayer.h"
#include <godot_cpp/classes/center_container.hpp>
#include <godot_cpp/classes/line2d.hpp>
namespace blitz {
class Crosshair : public godot::CenterContainer {
GDCLASS(Crosshair, godot::CenterContainer)
protected:
static void _bind_methods();
public:
Crosshair();
~Crosshair();
void _ready();
void _process(float delta);
void _draw();
void set_dot_color(godot::Color col);
private:
godot::Color m_DotColor;
float m_DotRadius;
std::array<godot::Line2D*, 4> m_CrosshairLines;
FirstPersonPlayer* m_Player;
float m_CrosshairSpeed;
float m_CrosshairDistance;
godot::Vector3 m_Origin;
godot::Vector2 m_Pos;
void adjust_crosshair_lines();
};
} // namespace blitz

View File

@@ -7,6 +7,7 @@
#include "SpringArmPivot.h"
#include "World.h"
#include "Zombie.h"
#include "Crosshair.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
@@ -26,6 +27,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<blitz::Zombie>();
ClassDB::register_class<blitz::BoneCollisionShape>();
ClassDB::register_class<blitz::World>();
ClassDB::register_class<blitz::Crosshair>();
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {