generated from Persson-dev/Godot-Xmake
LaserGun without collisions
This commit is contained in:
22
src/Bullet.cpp
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22
src/Bullet.cpp
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@@ -0,0 +1,22 @@
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#include "Bullet.h"
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using namespace godot;
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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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Bullet::Bullet() {}
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Bullet::~Bullet() {}
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void Bullet::_ready() {}
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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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}
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} // namespace blitz
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19
src/Bullet.h
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19
src/Bullet.h
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@@ -0,0 +1,19 @@
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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namespace blitz {
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class Bullet : public godot::Node3D {
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GDCLASS(Bullet, godot::Node3D)
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protected:
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static void _bind_methods();
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public:
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Bullet();
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~Bullet();
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void _ready();
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void _physics_process(float delta);
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};
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} // namespace blitz
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@@ -4,6 +4,7 @@
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/input_map.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/core/math.hpp>
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using namespace godot;
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@@ -32,6 +33,7 @@ static constexpr float FOV_TRANSITION = 8.0f;
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static constexpr float MIN_FOV_VELOCITY = 0.5;
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static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
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void FirstPersonPlayer::_bind_methods() {}
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FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
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@@ -47,6 +49,14 @@ void FirstPersonPlayer::_ready() {
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DEV_ASSERT(m_Head);
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m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
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DEV_ASSERT(m_Camera);
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m_WeaponAnimation = Object::cast_to<AnimationPlayer>(find_child("AnimationPlayer"));
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DEV_ASSERT(m_WeaponAnimation);
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m_GunBarrel = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
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DEV_ASSERT(m_GunBarrel);
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m_BulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/bullet.tscn");
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if (!m_BulletScene.is_valid()) {
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ERR_PRINT("Failed to load bullet scene.");
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}
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}
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void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
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@@ -84,6 +94,16 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
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UpdateFOV(a_Delta);
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UpdateBobbing(a_Delta);
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if (Input->is_action_pressed("shoot")) {
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if (!m_WeaponAnimation->is_playing()) {
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m_WeaponAnimation->play("Shoot");
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m_BulletInstance = m_BulletScene->instantiate();
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m_BulletInstance->set("position", m_GunBarrel->get_global_transform().origin);
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m_BulletInstance->set("rotation", m_GunBarrel->get_global_transform().basis.get_euler());
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get_parent()->add_child(m_BulletInstance);
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}
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}
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move_and_slide();
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}
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@@ -1,9 +1,13 @@
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#pragma once
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#include <godot_cpp/classes/animation_player.hpp>
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#include <godot_cpp/classes/camera3d.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/ray_cast3d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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namespace blitz {
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@@ -24,6 +28,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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private:
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godot::Camera3D* m_Camera;
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godot::Node3D* m_Head;
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godot::AnimationPlayer* m_WeaponAnimation;
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godot::RayCast3D* m_GunBarrel;
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godot::Node* m_BulletInstance;
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godot::Ref<godot::PackedScene> m_BulletScene;
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float m_BobTime;
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float m_Speed;
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@@ -1,5 +1,6 @@
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#include "register_types.h"
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#include "Bullet.h"
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#include "FirstPersonPlayer.h"
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#include "Player.h"
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#include "SpringArmPivot.h"
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@@ -18,6 +19,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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ClassDB::register_class<blitz::Player>();
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ClassDB::register_class<blitz::SpringArmPivot>();
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ClassDB::register_class<blitz::FirstPersonPlayer>();
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ClassDB::register_class<blitz::Bullet>();
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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