generated from Persson-dev/Godot-Xmake
Bullets Colliding and Disappearing
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=3 format=3 uid="uid://do601jl7p1u22"]
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[gd_scene load_steps=6 format=3 uid="uid://do601jl7p1u22"]
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[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
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size = Vector3(0.05, 0.05, 1)
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@@ -9,7 +9,23 @@ emission_enabled = true
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emission = Color(0.568627, 1, 0.313726, 1)
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emission_energy_multiplier = 5.0
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_618v8"]
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direction = Vector3(0, 0, 1)
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initial_velocity_min = 3.0
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initial_velocity_max = 5.0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gn2fy"]
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albedo_color = Color(1, 1, 0.443137, 1)
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emission_enabled = true
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emission = Color(0.568627, 1, 0.313726, 1)
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emission_energy_multiplier = 8.0
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[sub_resource type="BoxMesh" id="BoxMesh_5un5e"]
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material = SubResource("StandardMaterial3D_gn2fy")
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size = Vector3(0.04, 0.04, 0.04)
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[node name="Bullet" type="Bullet"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -52730.2)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_ibwn0")
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@@ -17,3 +33,19 @@ surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, -0.6)
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
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emitting = false
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one_shot = true
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explosiveness = 1.0
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visibility_aabb = AABB(-1.00001, -6.06334, -1.00001, 2.00002, 7.06267, 41.4102)
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process_material = SubResource("ParticleProcessMaterial_618v8")
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draw_pass_1 = SubResource("BoxMesh_5un5e")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 10.0
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one_shot = true
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autostart = true
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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@@ -1,4 +1,5 @@
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#include "Bullet.h"
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#include <godot_cpp/classes/timer.hpp>
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using namespace godot;
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@@ -6,17 +7,40 @@ namespace blitz {
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static constexpr float BULLET_SPEED = 40.0f;
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void Bullet::_bind_methods() {}
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void Bullet::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Bullet::_on_timer_timeout);
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}
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Bullet::Bullet() {}
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Bullet::~Bullet() {}
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void Bullet::_ready() {}
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void Bullet::_ready() {
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m_Particles = Object::cast_to<GPUParticles3D>(find_child("GPUParticles3D"));
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DEV_ASSERT(m_Particles);
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m_Ray = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
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DEV_ASSERT(m_Ray);
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m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
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DEV_ASSERT(m_Mesh);
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}
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void Bullet::_physics_process(float a_Delta) {
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Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
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set_position(get_transform().xform(movement));
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godot::Timer* timer = memnew(godot::Timer);
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add_child(timer);
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timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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if (m_Ray->is_colliding()) {
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m_Mesh->set_visible(false);
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m_Particles->set_emitting(true);
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timer->set_wait_time(1.0);
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timer->start();
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}
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}
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void Bullet::_on_timer_timeout() {
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queue_free();
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}
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} // namespace blitz
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10
src/Bullet.h
10
src/Bullet.h
@@ -1,6 +1,9 @@
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#pragma once
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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/node3d.hpp>
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#include <godot_cpp/classes/ray_cast3d.hpp>
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namespace blitz {
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class Bullet : public godot::Node3D {
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@@ -14,6 +17,13 @@ class Bullet : public godot::Node3D {
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void _ready();
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void _physics_process(float delta);
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private:
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godot::GPUParticles3D* m_Particles;
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godot::RayCast3D* m_Ray;
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godot::MeshInstance3D* m_Mesh;
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void _on_timer_timeout();
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};
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} // namespace blitz
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