LaserGun without collisions

This commit is contained in:
Morph01
2024-08-14 18:46:31 +02:00
parent ef0bcd0a35
commit b92c5169c4
12 changed files with 161 additions and 6 deletions

22
src/Bullet.cpp Normal file
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@@ -0,0 +1,22 @@
#include "Bullet.h"
using namespace godot;
namespace blitz {
static constexpr float BULLET_SPEED = 40.0f;
void Bullet::_bind_methods() {}
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::_ready() {}
void Bullet::_physics_process(float a_Delta) {
Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
set_position(get_transform().xform(movement));
}
} // namespace blitz

19
src/Bullet.h Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <godot_cpp/classes/node3d.hpp>
namespace blitz {
class Bullet : public godot::Node3D {
GDCLASS(Bullet, godot::Node3D)
protected:
static void _bind_methods();
public:
Bullet();
~Bullet();
void _ready();
void _physics_process(float delta);
};
} // namespace blitz

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@@ -4,6 +4,7 @@
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/core/math.hpp>
using namespace godot;
@@ -32,6 +33,7 @@ static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
void FirstPersonPlayer::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
@@ -47,6 +49,14 @@ void FirstPersonPlayer::_ready() {
DEV_ASSERT(m_Head);
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
DEV_ASSERT(m_Camera);
m_WeaponAnimation = Object::cast_to<AnimationPlayer>(find_child("AnimationPlayer"));
DEV_ASSERT(m_WeaponAnimation);
m_GunBarrel = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
DEV_ASSERT(m_GunBarrel);
m_BulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/bullet.tscn");
if (!m_BulletScene.is_valid()) {
ERR_PRINT("Failed to load bullet scene.");
}
}
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -84,6 +94,16 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
UpdateFOV(a_Delta);
UpdateBobbing(a_Delta);
if (Input->is_action_pressed("shoot")) {
if (!m_WeaponAnimation->is_playing()) {
m_WeaponAnimation->play("Shoot");
m_BulletInstance = m_BulletScene->instantiate();
m_BulletInstance->set("position", m_GunBarrel->get_global_transform().origin);
m_BulletInstance->set("rotation", m_GunBarrel->get_global_transform().basis.get_euler());
get_parent()->add_child(m_BulletInstance);
}
}
move_and_slide();
}

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@@ -1,9 +1,13 @@
#pragma once
#include <godot_cpp/classes/animation_player.hpp>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/ray_cast3d.hpp>
#include <godot_cpp/classes/ref.hpp>
namespace blitz {
@@ -24,6 +28,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
private:
godot::Camera3D* m_Camera;
godot::Node3D* m_Head;
godot::AnimationPlayer* m_WeaponAnimation;
godot::RayCast3D* m_GunBarrel;
godot::Node* m_BulletInstance;
godot::Ref<godot::PackedScene> m_BulletScene;
float m_BobTime;
float m_Speed;

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@@ -1,5 +1,6 @@
#include "register_types.h"
#include "Bullet.h"
#include "FirstPersonPlayer.h"
#include "Player.h"
#include "SpringArmPivot.h"
@@ -18,6 +19,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<blitz::Player>();
ClassDB::register_class<blitz::SpringArmPivot>();
ClassDB::register_class<blitz::FirstPersonPlayer>();
ClassDB::register_class<blitz::Bullet>();
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {