generated from Persson-dev/Godot-Xmake
Added zombie spawn animation, red screen and hit stagger when the player is hit.
This commit is contained in:
@@ -21,7 +21,7 @@ void Bullet::_ready() {
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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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m_Timer = memnew(godot::Timer);
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m_Timer = memnew(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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}
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@@ -6,6 +6,7 @@
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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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#include <godot_cpp/variant/signal.hpp>
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using namespace godot;
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@@ -20,6 +21,8 @@ static constexpr float GRAVITY = 9.81f;
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static constexpr float SENSITIVITY = 0.003f;
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static constexpr float HIT_STAGGER = 8.0f;
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static constexpr float BOB_FREQ = 2.0f;
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static constexpr float BOB_AMP = 0.08f;
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@@ -34,7 +37,9 @@ 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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void FirstPersonPlayer::_bind_methods() {
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ADD_SIGNAL(MethodInfo("a_PlayerHit"));
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}
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FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
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@@ -156,4 +161,9 @@ void FirstPersonPlayer::UpdateFOV(float a_Delta) {
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m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
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}
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void FirstPersonPlayer::hit(Vector3 a_Dir) {
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emit_signal("a_PlayerHit");
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this->set_velocity(a_Dir * HIT_STAGGER);
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}
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} // namespace blitz
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@@ -24,6 +24,7 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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void _unhandled_input(const godot::Ref<godot::InputEvent>&);
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void _physics_process(float delta);
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void _ready();
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void hit(godot::Vector3 dir);
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private:
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godot::Camera3D* m_Camera;
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@@ -39,6 +40,7 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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void UpdateFOV(float delta);
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void UpdateCamera(const godot::InputEventMouseMotion&);
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void UpdatePosition(float delta);
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};
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} // namespace blitz
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42
src/World.cpp
Normal file
42
src/World.cpp
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@@ -0,0 +1,42 @@
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#include "World.h"
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#include "FirstPersonPlayer.h"
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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namespace blitz {
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void World::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_on_first_person_player_hit"), &World::_on_first_person_player_hit);
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ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &World::_on_timer_timeout);
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}
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World::World() {}
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World::~World() {}
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void World::_ready() {
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FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(find_child("FirstPersonPlayer"));
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DEV_ASSERT(player);
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if (player) {
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player->connect("a_PlayerHit", callable_mp(this, &World::_on_first_person_player_hit));
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}
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m_RedRect = Object::cast_to<ColorRect>(find_child("HitRect"));
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DEV_ASSERT(m_RedRect);
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m_Timer = memnew(Timer);
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add_child(m_Timer);
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m_Timer->connect("timeout", callable_mp(this, &World::_on_timer_timeout));
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}
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void World::_on_first_person_player_hit() {
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UtilityFunctions::print("Player hit detected in World.");
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m_RedRect->set_visible(true);
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m_Timer->set_wait_time(0.2);
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m_Timer->start();
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}
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void World::_on_timer_timeout() {
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m_RedRect->set_visible(false);
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}
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} // namespace blitz
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27
src/World.h
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27
src/World.h
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@@ -0,0 +1,27 @@
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/color_rect.hpp>
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#include <godot_cpp/classes/timer.hpp>
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namespace blitz {
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class World : public godot::Node3D {
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GDCLASS(World, godot::Node3D);
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protected:
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static void _bind_methods();
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public:
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World();
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~World();
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void _ready();
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private:
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godot::ColorRect* m_RedRect;
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godot::Timer* m_Timer;
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void _on_timer_timeout();
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void _on_first_person_player_hit();
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};
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} // namespace blitz
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@@ -1,6 +1,7 @@
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#include "Zombie.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/core/math.hpp>
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using namespace godot;
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@@ -12,6 +13,7 @@ static constexpr float ATTACK_RANGE = 2.0f;
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void Zombie::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_m_PlayerPath", "m_PlayerPath"), &Zombie::set_m_PlayerPath);
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ClassDB::bind_method(D_METHOD("get_m_PlayerPath"), &Zombie::get_m_PlayerPath);
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ClassDB::bind_method(D_METHOD("hit_finished"), &Zombie::hit_finished);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
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}
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@@ -73,4 +75,11 @@ void Zombie::set_m_PlayerPath(const NodePath& path) {
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NodePath Zombie::get_m_PlayerPath() const {
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return m_PlayerPath;
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}
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void Zombie::hit_finished() {
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if (this->get_global_position().distance_to(m_Player->get_global_position()) < (ATTACK_RANGE + 1.0)) {
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Vector3 dir = this->get_global_position().direction_to(m_Player->get_global_position());
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m_Player->hit(dir);
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}
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}
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} // namespace blitz
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@@ -32,6 +32,7 @@ class Zombie : public godot::CharacterBody3D {
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void set_m_PlayerPath(const godot::NodePath& path);
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godot::NodePath get_m_PlayerPath() const;
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void hit_finished();
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};
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} // namespace blitz
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@@ -5,6 +5,7 @@
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#include "Player.h"
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#include "SpringArmPivot.h"
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#include "Zombie.h"
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#include "World.h"
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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@@ -22,6 +23,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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ClassDB::register_class<blitz::FirstPersonPlayer>();
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ClassDB::register_class<blitz::Bullet>();
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ClassDB::register_class<blitz::Zombie>();
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ClassDB::register_class<blitz::World>();
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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