Compare commits

10 Commits

Author SHA1 Message Date
89b62317d4 brodacast shoot 2024-08-27 16:21:42 +02:00
2353cbb2be make factories 2024-08-27 15:42:23 +02:00
3c6a3dba44 refactor player 2024-08-27 15:29:45 +02:00
0d72e7f765 set bullet transform 2024-08-27 15:01:32 +02:00
60d0a83345 bullet: remove transparency 2024-08-27 15:01:14 +02:00
e5436241ef attach pencil case to right arm 2024-08-26 12:23:40 +02:00
b64a372af8 add bullet decay 2024-08-25 12:20:20 +02:00
9df52e0016 stick pens on walls 2024-08-25 12:03:52 +02:00
8d12eff214 shooting pens (locally) 2024-08-24 18:32:24 +02:00
b28fdc0a94 la trousse 2024-08-24 18:13:53 +02:00
22 changed files with 585 additions and 105 deletions

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@@ -1,4 +1,4 @@
[gd_scene load_steps=29 format=3 uid="uid://c8qr7bgsuv3fj"]
[gd_scene load_steps=32 format=3 uid="uid://c8qr7bgsuv3fj"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Characters/Remy/Remy_Body.res" id="1_tfpbs"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Characters/Remy/Remy_Bottoms.res" id="2_omx5l"]
@@ -7,6 +7,7 @@
[ext_resource type="ArrayMesh" path="res://Assets/Models/Characters/Remy/Remy_Hair.res" id="5_u0ca1"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Characters/Remy/Remy_Shoes.res" id="6_xg4n7"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Characters/Remy/Remy_Tops.res" id="7_skjds"]
[ext_resource type="PackedScene" path="res://Scenes/Characters/remy_fpv.tscn" id="9_0cwor"]
[ext_resource type="AnimationLibrary" path="res://Assets/Animations/Shooter_Pack.res" id="17_0rhm1"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_voxql"]
@@ -216,6 +217,15 @@ bind/66/name = &"mixamorig_RightToe_End"
bind/66/bone = -1
bind/66/pose = Transform3D(-99.0345, -0.159767, -13.8615, -13.8624, 1.14127, 99.028, -1.58735e-05, 99.9934, -1.1524, -18.7761, -41.9626, -2.95062)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8rx3k"]
albedo_color = Color(0, 0.4, 1, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_spot0"]
material = SubResource("StandardMaterial3D_8rx3k")
top_radius = 0.03
bottom_radius = 0.03
height = 0.2
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_jv0gp"]
animation = &"Shooter_Pack/Jump"
@@ -304,10 +314,16 @@ states/Start/position = Vector2(107.334, 120.683)
transitions = ["Start", "Movement", SubResource("AnimationNodeStateMachineTransition_d2yto"), "JumpBlend", "Movement", SubResource("AnimationNodeStateMachineTransition_04hs0"), "Movement", "JumpBlend", SubResource("AnimationNodeStateMachineTransition_a4m5g")]
graph_offset = Vector2(18, 52)
[node name="Player" type="CharacterBody3D"]
[node name="Player" type="Player"]
collision_layer = 2
collision_mask = 3
[node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.55647, 0)
visible = false
[node name="FPV" parent="Head" instance=ExtResource("9_0cwor")]
transform = Transform3D(-1, 0, -1.50996e-07, 0, 1, 0, 1.50996e-07, 0, -1, 0, -1.55647, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
@@ -818,6 +834,16 @@ skin = SubResource("Skin_unkc0")
mesh = ExtResource("7_skjds")
skin = SubResource("Skin_unkc0")
[node name="Hand" type="BoneAttachment3D" parent="Armature/Skeleton3D"]
transform = Transform3D(-0.101809, 0.0274908, 0.994424, -0.100283, 0.994242, -0.0377525, -0.989736, -0.103568, -0.0984655, -33.2805, 32.3409, -274.352)
bone_name = "mixamorig_RightHand"
bone_idx = 36
[node name="Pencil Case" type="MeshInstance3D" parent="Armature/Skeleton3D/Hand"]
transform = Transform3D(9.99555, 15.6762, -299.423, -7.80417, 299.502, 15.4192, 299.732, 7.27518, 10.3868, 14.9476, 66.4479, 12.5163)
mesh = SubResource("CylinderMesh_spot0")
skeleton = NodePath("../..")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"Shooter_Pack": ExtResource("17_0rhm1")

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@@ -0,0 +1,224 @@
[gd_scene load_steps=4 format=3 uid="uid://cwbg6ekri5onf"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4xaty"]
albedo_color = Color(0, 0.4, 1, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_iro55"]
material = SubResource("StandardMaterial3D_4xaty")
top_radius = 0.05
bottom_radius = 0.05
height = 0.2
[sub_resource type="Skin" id="Skin_cysku"]
resource_name = "Skin"
bind_count = 67
bind/0/name = &"mixamorig_Hips"
bind/0/bone = -1
bind/0/pose = Transform3D(100, 0, 0, 0, 100, 4.37114e-06, 0, -4.37114e-06, 100, 0.0419201, -209.151, 1.41641)
bind/1/name = &"mixamorig_Spine"
bind/1/bone = -1
bind/1/pose = Transform3D(99.9934, 1.15074, 4.26326e-08, -1.14498, 99.4929, -9.99272, -0.11499, 9.99206, 99.4995, -2.39798, -228.327, -17.5981)
bind/2/name = &"mixamorig_Spine1"
bind/2/bone = -1
bind/2/pose = Transform3D(99.9992, 0.392417, 6.03961e-08, -0.392055, 99.907, -4.29468, -0.0168531, 4.29465, 99.9077, -0.483516, -252.552, -3.18282)
bind/3/name = &"mixamorig_Spine2"
bind/3/bone = -1
bind/3/pose = Transform3D(99.983, -1.84448, 5.68434e-08, 1.83111, 99.258, 12.0204, -0.221714, -12.0184, 99.2749, 5.78559, -277.107, 42.4792)
bind/4/name = &"mixamorig_Neck"
bind/4/bone = -1
bind/4/pose = Transform3D(99.8904, -4.68136, 0, 4.49289, 95.8689, 28.0886, -1.31493, -28.0578, 95.9741, 14.6175, -297.03, 92.2453)
bind/5/name = &"mixamorig_Head"
bind/5/bone = -1
bind/5/pose = Transform3D(99.8904, -4.68136, 1.13687e-07, 4.49289, 95.8689, 28.0886, -1.31493, -28.0578, 95.9741, 14.6175, -320.219, 92.2453)
bind/6/name = &"mixamorig_HeadTop_End"
bind/6/bone = -1
bind/6/pose = Transform3D(99.8904, -4.68135, 4.54747e-07, 4.49289, 95.8689, 28.0886, -1.31493, -28.0578, 95.9741, 16.2573, -359.996, 92.6064)
bind/7/name = &"mixamorig_RightEye"
bind/7/bone = -1
bind/7/pose = Transform3D(99.8904, -4.68136, 1.13687e-07, 4.49289, 95.8689, 28.0886, -1.31493, -28.0578, 95.9741, 21.4989, -340.362, 80.9932)
bind/8/name = &"mixamorig_LeftEye"
bind/8/bone = -1
bind/8/pose = Transform3D(99.8904, -4.68135, 6.82121e-07, 4.49289, 95.8689, 28.0886, -1.31493, -28.0578, 95.9741, 9.3221, -341.245, 80.9355)
bind/9/name = &"mixamorig_LeftShoulder"
bind/9/bone = -1
bind/9/pose = Transform3D(-15.2443, -0.449328, -98.8302, 98.7873, 2.9119, -15.2509, 2.94636, -99.9566, -1.79057e-05, -2.88629, -21.8424, 298.665)
bind/10/name = &"mixamorig_LeftArm"
bind/10/bone = -1
bind/10/pose = Transform3D(4.12623e-05, 2.54824e-06, -100, 100, -5.83008e-05, 4.52544e-05, -5.51343e-05, -100, -4.91009e-07, -10.2379, -38.5985, 299.932)
bind/11/name = &"mixamorig_LeftForeArm"
bind/11/bone = -1
bind/11/pose = Transform3D(4.33707e-05, 4.42927e-06, -100, 100, -6.09941e-05, 4.73628e-05, -5.78276e-05, -100, -2.37204e-06, -10.2379, -93.7262, 299.932)
bind/12/name = &"mixamorig_LeftHand"
bind/12/bone = -1
bind/12/pose = Transform3D(3.5985e-05, -2.95641e-06, -100, 100, -3.16651e-06, 3.99771e-05, 2.30722e-12, -100, 5.01367e-06, -10.2379, -146.5, 299.932)
bind/13/name = &"mixamorig_LeftHandMiddle1"
bind/13/bone = -1
bind/13/pose = Transform3D(4.1275e-05, 2.33357e-06, -100, 100, -3.16651e-06, 4.52671e-05, 4.49066e-12, -100, -2.76313e-07, -10.2379, -174.244, 299.932)
bind/14/name = &"mixamorig_LeftHandMiddle2"
bind/14/bone = -1
bind/14/pose = Transform3D(4.19282e-05, 2.98677e-06, -100, 100, -0.000450401, 4.59203e-05, -0.000447234, -100, -9.29715e-07, -10.2379, -181.175, 299.933)
bind/15/name = &"mixamorig_LeftHandMiddle3"
bind/15/bone = -1
bind/15/pose = Transform3D(3.87006e-05, -2.4079e-07, -100, 100, -3.1665e-06, 4.26927e-05, -2.58102e-12, -100, 2.29805e-06, -10.2379, -188, 299.932)
bind/16/name = &"mixamorig_LeftHandMiddle4"
bind/16/bone = -1
bind/16/pose = Transform3D(3.87007e-05, -2.4079e-07, -100, 100, -3.1665e-06, 4.26928e-05, -2.58102e-12, -100, 2.29805e-06, -10.238, -195.392, 299.932)
bind/17/name = &"mixamorig_LeftHandThumb1"
bind/17/bone = -1
bind/17/pose = Transform3D(38.73, -22.3607, -89.4426, 77.4596, -44.7213, 44.7215, -49.9999, -86.6026, -5.63887e-05, 1.60829, 12.405, 335.71)
bind/18/name = &"mixamorig_LeftHandThumb2"
bind/18/bone = -1
bind/18/pose = Transform3D(38.7299, -22.3607, -89.4427, 77.4597, -44.7213, 44.7215, -50, -86.6026, 3.09228e-05, 1.60861, 1.18065, 335.71)
bind/19/name = &"mixamorig_LeftHandThumb3"
bind/19/bone = -1
bind/19/pose = Transform3D(38.7299, -22.3608, -89.4427, 77.4597, -44.7212, 44.7215, -49.9999, -86.6026, 0.000112777, 1.60875, -7.77524, 335.71)
bind/20/name = &"mixamorig_LeftHandThumb4"
bind/20/bone = -1
bind/20/pose = Transform3D(38.7299, -22.3608, -89.4427, 77.4597, -44.7212, 44.7215, -49.9999, -86.6026, 9.09495e-05, 1.60865, -13.5698, 335.71)
bind/21/name = &"mixamorig_LeftHandIndex1"
bind/21/bone = -1
bind/21/pose = Transform3D(4.27364e-05, 1.56652e-06, -100, 100, -3.16651e-06, 4.67285e-05, 4.24015e-12, -100, 4.90744e-07, -5.08588, -174.99, 299.478)
bind/22/name = &"mixamorig_LeftHandIndex2"
bind/22/bone = -1
bind/22/pose = Transform3D(4.40478e-05, 5.10635e-06, -100, 100, -3.16651e-06, 4.80399e-05, 5.79937e-12, -100, -3.04909e-06, -5.0859, -182.053, 299.478)
bind/23/name = &"mixamorig_LeftHandIndex3"
bind/23/bone = -1
bind/23/pose = Transform3D(4.33923e-05, 4.4509e-06, -100, 100, -3.16651e-06, 4.73844e-05, 5.51495e-12, -100, -2.39364e-06, -5.08587, -188.548, 299.478)
bind/24/name = &"mixamorig_LeftHandIndex4"
bind/24/bone = -1
bind/24/pose = Transform3D(4.33923e-05, 4.4509e-06, -100, 100, -3.16651e-06, 4.73844e-05, 5.51495e-12, -100, -2.39364e-06, -5.08584, -195.142, 299.478)
bind/25/name = &"mixamorig_LeftHandRing1"
bind/25/bone = -1
bind/25/pose = Transform3D(4.35421e-05, 6.40099e-06, -100, 100, -3.16651e-06, 4.75342e-05, 6.38163e-12, -100, -4.34373e-06, -14.479, -171.984, 300.012)
bind/26/name = &"mixamorig_LeftHandRing2"
bind/26/bone = -1
bind/26/pose = Transform3D(4.49878e-05, 6.04632e-06, -100, 100, -3.16651e-06, 4.89799e-05, 6.22207e-12, -100, -3.98906e-06, -14.4789, -178.294, 300.012)
bind/27/name = &"mixamorig_LeftHandRing3"
bind/27/bone = -1
bind/27/pose = Transform3D(-0.000108406, -0.000147347, -100, 100, -3.1665e-06, -0.000104414, 1.66702e-10, -100, 0.000149405, -14.4782, -184.653, 300.012)
bind/28/name = &"mixamorig_LeftHandRing4"
bind/28/bone = -1
bind/28/pose = Transform3D(4.06522e-05, 1.71072e-06, -100, 100, -3.16659e-06, 4.46443e-05, -8.28545e-11, -100, 3.46547e-07, -14.4789, -191.691, 300.011)
bind/29/name = &"mixamorig_LeftHandPinky1"
bind/29/bone = -1
bind/29/pose = Transform3D(2.13955e-05, -9.76242e-06, -100, 100, -3.16651e-06, 2.53876e-05, 8.51037e-13, -100, 1.18197e-05, -19.0188, -168.406, 299.491)
bind/30/name = &"mixamorig_LeftHandPinky2"
bind/30/bone = -1
bind/30/pose = Transform3D(0.000229854, 0.000190912, -100, 100, -0.000738696, 0.000233845, -0.000735529, -100, -0.000188856, -19.0198, -174.94, 299.493)
bind/31/name = &"mixamorig_LeftHandPinky3"
bind/31/bone = -1
bind/31/pose = Transform3D(3.4283e-05, -4.65839e-06, -100, 100, -3.16654e-06, 3.82751e-05, -3.8009e-12, -100, 6.71569e-06, -19.0188, -179.091, 299.491)
bind/32/name = &"mixamorig_LeftHandPinky4"
bind/32/bone = -1
bind/32/pose = Transform3D(3.4283e-05, -4.65842e-06, -100, 100, -3.16654e-06, 3.82751e-05, -3.80091e-12, -100, 6.71572e-06, -19.0188, -184.655, 299.491)
bind/33/name = &"mixamorig_RightShoulder"
bind/33/bone = -1
bind/33/pose = Transform3D(-20.1629, 0.35292, 97.9456, -97.9306, 1.71404, -20.166, -1.74999, -99.9847, 1.80194e-05, 2.8144, -19.4598, 299.201)
bind/34/name = &"mixamorig_RightArm"
bind/34/bone = -1
bind/34/pose = Transform3D(8.68049e-05, -1.24537e-05, 100, -100, -1.86276e-07, 8.8915e-05, -3.72535e-07, -100, -1.15962e-05, 12.104, -39.589, 299.94)
bind/35/name = &"mixamorig_RightForeArm"
bind/35/bone = -1
bind/35/pose = Transform3D(7.96092e-05, -4.90495e-06, 100, -100, -5.58804e-07, 8.17193e-05, 2.57644e-13, -100, -4.0475e-06, 12.104, -95.4317, 299.94)
bind/36/name = &"mixamorig_RightHand"
bind/36/bone = -1
bind/36/pose = Transform3D(8.07296e-05, -6.02537e-06, 100, -100, -5.58804e-07, 8.28397e-05, -6.43239e-13, -100, -5.16792e-06, 12.1041, -145.745, 299.94)
bind/37/name = &"mixamorig_RightHandMiddle1"
bind/37/bone = -1
bind/37/pose = Transform3D(7.74089e-05, -2.70475e-06, 100, -100, -5.58804e-07, 7.95191e-05, 1.92722e-12, -100, -1.8473e-06, 12.1041, -171.811, 299.94)
bind/38/name = &"mixamorig_RightHandMiddle2"
bind/38/bone = -1
bind/38/pose = Transform3D(7.86091e-05, -3.90488e-06, 100, -100, -5.58804e-07, 8.07192e-05, 1.04055e-12, -100, -3.04743e-06, 12.1041, -177.971, 299.94)
bind/39/name = &"mixamorig_RightHandMiddle3"
bind/39/bone = -1
bind/39/pose = Transform3D(7.67034e-05, -1.9992e-06, 100, -100, -5.58804e-07, 7.88136e-05, 2.47705e-12, -100, -1.14175e-06, 12.104, -185.25, 299.94)
bind/40/name = &"mixamorig_RightHandMiddle4"
bind/40/bone = -1
bind/40/pose = Transform3D(7.67034e-05, -1.9992e-06, 100, -100, -5.58804e-07, 7.88136e-05, 2.47705e-12, -100, -1.14175e-06, 12.1041, -192.71, 299.94)
bind/41/name = &"mixamorig_RightHandThumb1"
bind/41/bone = -1
bind/41/pose = Transform3D(38.7301, 22.3611, 89.4425, -77.4593, -44.7216, 44.7218, 50.0004, -86.6023, -2.00089e-05, -0.744326, 14.7863, 333.975)
bind/42/name = &"mixamorig_RightHandThumb2"
bind/42/bone = -1
bind/42/pose = Transform3D(38.7302, 22.3611, 89.4425, -77.4593, -44.7216, 44.7218, 50.0004, -86.6023, -4.72937e-05, -0.744248, 4.43724, 333.976)
bind/43/name = &"mixamorig_RightHandThumb3"
bind/43/bone = -1
bind/43/pose = Transform3D(38.7302, 22.3611, 89.4425, -77.4594, -44.7214, 44.7219, 50.0002, -86.6024, 0.000150976, -0.744501, -4.13842, 333.976)
bind/44/name = &"mixamorig_RightHandThumb4"
bind/44/bone = -1
bind/44/pose = Transform3D(38.73, 22.3612, 89.4426, -77.4592, -44.7218, 44.7217, 50.0006, -86.6022, 5.82077e-05, -0.744883, -10.2759, 333.976)
bind/45/name = &"mixamorig_RightHandIndex1"
bind/45/bone = -1
bind/45/pose = Transform3D(8.07296e-05, -5.97738e-06, 100, -100, -5.58804e-07, 8.28397e-05, -6.04494e-13, -100, -5.11993e-06, 6.99748, -172.348, 299.393)
bind/46/name = &"mixamorig_RightHandIndex2"
bind/46/bone = -1
bind/46/pose = Transform3D(7.71745e-05, -2.47024e-06, 100, -100, -5.58804e-07, 7.92846e-05, 2.12874e-12, -100, -1.61279e-06, 6.99749, -179.441, 299.393)
bind/47/name = &"mixamorig_RightHandIndex3"
bind/47/bone = -1
bind/47/pose = Transform3D(7.77097e-05, -3.00546e-06, 100, -100, -5.58804e-07, 7.98198e-05, 1.72759e-12, -100, -2.14801e-06, 6.99748, -186.855, 299.393)
bind/48/name = &"mixamorig_RightHandIndex4"
bind/48/bone = -1
bind/48/pose = Transform3D(7.77097e-05, -3.00546e-06, 100, -100, -5.58804e-07, 7.98198e-05, 1.72759e-12, -100, -2.14801e-06, 6.99744, -192.378, 299.393)
bind/49/name = &"mixamorig_RightHandRing1"
bind/49/bone = -1
bind/49/pose = Transform3D(8.42064e-05, -8.73814e-06, 100, -100, -5.58805e-07, 8.63165e-05, -2.92757e-12, -100, -7.88069e-06, 16.0881, -169.833, 299.941)
bind/50/name = &"mixamorig_RightHandRing2"
bind/50/bone = -1
bind/50/pose = Transform3D(8.37108e-05, -9.00656e-06, 100, -100, 0.000445899, 8.58209e-05, -0.000446457, -100, -8.14873e-06, 16.0881, -176.691, 299.94)
bind/51/name = &"mixamorig_RightHandRing3"
bind/51/bone = -1
bind/51/pose = Transform3D(6.33971e-05, 1.13072e-05, 100, -100, -5.58695e-07, 6.55072e-05, -3.49916e-11, -100, 1.21646e-05, 16.088, -183.526, 299.941)
bind/52/name = &"mixamorig_RightHandRing4"
bind/52/bone = -1
bind/52/pose = Transform3D(0.000253585, -0.000178882, 100, -100, 0.000506614, 0.000255696, -0.000507173, -100, -0.000178023, 16.0889, -189.544, 299.94)
bind/53/name = &"mixamorig_RightHandPinky1"
bind/53/bone = -1
bind/53/pose = Transform3D(6.46733e-05, 1.04791e-05, 100, -100, -5.58803e-07, 6.67834e-05, 1.00308e-11, -100, 1.13366e-05, 20.6451, -166.735, 299.442)
bind/54/name = &"mixamorig_RightHandPinky2"
bind/54/bone = -1
bind/54/pose = Transform3D(0.000101329, -2.66244e-05, 100, -100, -5.58805e-07, 0.000103439, -2.16801e-11, -100, -2.5767e-05, 20.6453, -172.674, 299.442)
bind/55/name = &"mixamorig_RightHandPinky3"
bind/55/bone = -1
bind/55/pose = Transform3D(8.98217e-05, -1.51174e-05, 100, -100, -5.58805e-07, 9.19318e-05, -8.88232e-12, -100, -1.426e-05, 20.6452, -176.439, 299.442)
bind/56/name = &"mixamorig_RightHandPinky4"
bind/56/bone = -1
bind/56/pose = Transform3D(-8.98231e-05, 0.000164526, 100, -100, -0.000958654, -8.77114e-05, 0.000958095, -100, 0.000165384, 20.6444, -182.807, 299.444)
bind/57/name = &"mixamorig_LeftUpLeg"
bind/57/bone = -1
bind/57/pose = Transform3D(-99.9989, 0.47673, 0.00835485, -0.476803, -99.9831, -1.77224, -9.66054e-05, -1.77226, 99.9843, 17.5511, 195.39, 2.21604)
bind/58/name = &"mixamorig_LeftLeg"
bind/58/bone = -1
bind/58/pose = Transform3D(-99.9986, -0.525834, -0.0315128, 0.526778, -99.8177, -6.01202, 0.000156614, -6.0121, 99.8191, 18.6545, 109.769, 6.88281)
bind/59/name = &"mixamorig_LeftFoot"
bind/59/bone = -1
bind/59/pose = Transform3D(-99.6558, -5.47894, 6.22056, 8.2894, -65.8684, 74.7839, 1.77351e-05, 75.0422, 66.0959, 20.151, 18.7568, -14.9342)
bind/60/name = &"mixamorig_LeftToeBase"
bind/60/bone = -1
bind/60/pose = Transform3D(-99.9851, -0.0227067, -1.72832, -1.72847, 1.31393, 99.9764, 8.68106e-06, 99.9914, -1.31411, 21.5432, -18.5528, -3.02252)
bind/61/name = &"mixamorig_LeftToe_End"
bind/61/bone = -1
bind/61/pose = Transform3D(-99.9851, -0.022726, -1.72834, -1.72849, 1.31394, 99.9764, -1.00826e-05, 99.9914, -1.31412, 21.5432, -37.6176, -3.02251)
bind/62/name = &"mixamorig_RightUpLeg"
bind/62/bone = -1
bind/62/pose = Transform3D(-99.9979, -0.647505, 0.00783087, 0.647552, -99.9909, 1.18213, 0.00017401, 1.18215, 99.993, -17.2208, 194.856, -1.04611)
bind/63/name = &"mixamorig_RightLeg"
bind/63/bone = -1
bind/63/pose = Transform3D(-99.9976, 0.694097, 0.0420051, -0.695367, -99.8151, -6.03798, 1.62395e-05, -6.03812, 99.8175, -18.6954, 109.584, 6.89046)
bind/64/name = &"mixamorig_RightFoot"
bind/64/bone = -1
bind/64/pose = Transform3D(-99.5418, 6.2595, -7.22856, -9.56208, -65.1618, 75.2496, -1.09139e-05, 75.596, 65.4618, -20.3771, 18.3728, -15.1041)
bind/65/name = &"mixamorig_RightToeBase"
bind/65/bone = -1
bind/65/pose = Transform3D(-99.0345, -0.159739, -13.8615, -13.8624, 1.14128, 99.028, 1.17808e-05, 99.9934, -1.1524, -18.7761, -22.2602, -2.95062)
bind/66/name = &"mixamorig_RightToe_End"
bind/66/bone = -1
bind/66/pose = Transform3D(-99.0345, -0.159767, -13.8615, -13.8624, 1.14127, 99.028, -1.58735e-05, 99.9934, -1.1524, -18.7761, -41.9626, -2.95062)
[node name="Arms" type="Node3D"]
transform = Transform3D(-1, 0, -1.50996e-07, 0, 1, 0, 1.50996e-07, 0, -1, 0, 0, 0)
[node name="Pencil Case" type="MeshInstance3D" parent="."]
transform = Transform3D(0.98209, 0.177463, 0.0632861, 1.42223e-07, 0.335895, -0.941899, -0.18841, 0.92503, 0.32988, -0.376089, 1.33587, 0.356095)
cast_shadow = 0
mesh = SubResource("CylinderMesh_iro55")
skin = SubResource("Skin_cysku")

View File

@@ -87,3 +87,5 @@ surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="Players" type="Node" parent="."]
[node name="Entities" type="Node" parent="."]

View File

@@ -0,0 +1,20 @@
[gd_scene load_steps=3 format=3 uid="uid://c475s3klxqoej"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Weapons/pen_base.res" id="1_clcko"]
[ext_resource type="ArrayMesh" path="res://Assets/Models/Weapons/pen_lid.res" id="2_0u0nh"]
[node name="Stylo" type="Bullet"]
transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 0, -7.45058e-09, 0)
[node name="Armature" type="Node3D" parent="."]
transform = Transform3D(5, 0, 0, 0, 0.0178025, -4.99997, 0, 4.99997, 0.0178025, 0, 0, -0.0828303)
[node name="pen_base" type="MeshInstance3D" parent="Armature"]
transform = Transform3D(0.140708, 0, 0, 0, -1.6822e-08, 0.140708, 0, -0.140708, -1.6822e-08, -1.12406e-11, 0.00809256, -4.84818e-06)
mesh = ExtResource("1_clcko")
skeleton = NodePath("")
[node name="pen_lid" type="MeshInstance3D" parent="Armature/pen_base"]
transform = Transform3D(1.14449, 0, 0, 0, 1.14449, 0, 0, 0, 1.14449, 7.98797e-11, 5.07782e-10, -0.0671831)
mesh = ExtResource("2_0u0nh")
skeleton = NodePath("")

View File

@@ -57,3 +57,15 @@ escape={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
[layer_names]
3d_physics/layer_1="World"
3d_physics/layer_2="No Team"
3d_physics/layer_3="Team 1"
3d_physics/layer_4="Team 2"

View File

@@ -0,0 +1,11 @@
#pragma once
#include <client/Player.h>
namespace blitz {
namespace PlayerFactory {
Player* CreateStudent();
} // namespace PlayerFactory
} // namespace blitz

View File

@@ -0,0 +1,11 @@
#pragma once
#include <client/Bullet.h>
namespace blitz {
namespace ProjectileFactory {
Bullet* CreatePen();
} // namespace ProjectileFactory
} // namespace blitz

View File

@@ -25,13 +25,15 @@ class World : public godot::Node3D, public protocol::PacketHandler {
void HandlePacket(const protocol::packets::PlayerJoin&) override;
void HandlePacket(const protocol::packets::PlayerLeave&) override;
void HandlePacket(const protocol::packets::PlayerShoot&) override;
protected:
NetworkInterface* m_NetworkInterface;
godot::Node* m_Players;
float m_PassedTime;
virtual void AddProjectile(
PlayerID a_Shooter, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity);
virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
virtual void RemovePlayer(PlayerID a_PlayerId);
virtual void SetPlayerPositionAndRotation(

View File

@@ -1,9 +1,9 @@
#pragma once
#include <blitz/common/Types.h>
#include <vector>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <vector>
namespace blitz {
namespace protocol {
@@ -66,7 +66,12 @@ struct PlayerPositionAndRotation {
godot::Vector3 m_Velocity;
};
struct PlayerShoot {};
struct PlayerShoot {
PlayerID m_Sender;
godot::Vector3 m_Position;
godot::Vector3 m_Rotation;
godot::Vector3 m_Velocity;
};
} // namespace data
} // namespace protocol

25
include/client/Bullet.h Normal file
View File

@@ -0,0 +1,25 @@
#pragma once
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ray_cast3d.hpp>
namespace blitz {
class Bullet : public godot::Node3D {
GDCLASS(Bullet, godot::Node3D)
protected:
static void _bind_methods();
public:
Bullet();
~Bullet();
void _process(float delta);
void _ready() override;
private:
bool m_Stuck;
void Destroy();
};
} // namespace blitz

View File

@@ -1,17 +1,18 @@
#pragma once
#include <blitz/common/Types.h>
#include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <blitz/common/Types.h>
namespace blitz {
class World;
class PlayerController;
class Player : public godot::Node {
class Player : public godot::CharacterBody3D {
GDCLASS(Player, godot::Node);
GDCLASS(Player, godot::CharacterBody3D);
protected:
static void _bind_methods();
@@ -39,9 +40,7 @@ class Player : public godot::Node {
protected:
godot::Node3D* m_Mesh;
godot::Node3D* m_Head;
godot::AnimationTree* m_AnimationTree;
godot::CharacterBody3D* m_Player;
godot::Vector3 m_SnapVector;
PeerID m_PeerId;
@@ -51,5 +50,6 @@ class Player : public godot::Node {
void BlendAnimation(const godot::String& a_AnimationName, float a_Goal, float a_Delta);
friend class World;
friend class PlayerController;
};
} // namespace blitz

View File

@@ -5,29 +5,35 @@
namespace blitz {
class FirstPersonPlayer : public Player {
GDCLASS(FirstPersonPlayer, godot::Node)
class NetworkInterface;
class PlayerController : public godot::Node {
GDCLASS(PlayerController, godot::Node)
protected:
static void _bind_methods();
public:
FirstPersonPlayer();
~FirstPersonPlayer();
PlayerController();
~PlayerController();
// Godot overrides
void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta) override;
void _process(float delta);
void _ready();
private:
godot::Camera3D* m_Camera;
float m_BobTime;
float m_Speed;
Player* m_Player;
godot::Node3D* m_Head;
NetworkInterface* m_NetworkInterface;
void UpdateBobbing(float delta);
void UpdateFOV(float delta);
void UpdateCamera(const godot::InputEventMouseMotion&);
void UpdatePosition(float delta);
void UpdateVelocity(float delta);
void Shoot();
};
} // namespace blitz

View File

@@ -0,0 +1,17 @@
#include <blitz/factory/PlayerFactory.h>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
namespace blitz {
namespace PlayerFactory {
using namespace godot;
Player* CreateStudent() {
Ref<PackedScene> scene = ResourceLoader::get_singleton()->load("res://Scenes/Characters/remy.tscn");
return Object::cast_to<Player>(scene->instantiate());
}
} // namespace PlayerFactory
} // namespace blitz

View File

@@ -0,0 +1,17 @@
#include <blitz/factory/ProjectileFactory.h>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
namespace blitz {
namespace ProjectileFactory {
using namespace godot;
Bullet* CreatePen() {
Ref<PackedScene> bulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/pen.tscn");
return Object::cast_to<Bullet>(bulletScene->instantiate());
}
} // namespace ProjectileFactory
} // namespace blitz

View File

@@ -1,12 +1,12 @@
#include <blitz/godot/World.h>
#include <blitz/factory/PlayerFactory.h>
#include <blitz/factory/ProjectileFactory.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/FirstPersonPlayer.h>
#include <client/Player.h>
#include <client/PlayerController.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
@@ -14,8 +14,6 @@ using namespace godot;
namespace blitz {
static const char PlayerScenePath[] = "res://Scenes/Characters/remy.tscn";
void World::_bind_methods() {}
void World::_ready() {
@@ -31,6 +29,7 @@ void World::_ready() {
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerLeave, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerPositionAndRotation, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerShoot, *this);
}
@@ -63,30 +62,23 @@ void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
}
void World::HandlePacket(const protocol::packets::PlayerShoot& a_PlayerShoot) {
const protocol::data::PlayerShoot& playerShoot = a_PlayerShoot.m_Data;
AddProjectile(playerShoot.m_Sender, playerShoot.m_Position, playerShoot.m_Rotation, playerShoot.m_Velocity);
}
void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
Player* player = PlayerFactory::CreateStudent();
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
m_Players->add_child(player);
if (a_PlayerId == get_multiplayer()->get_unique_id()) {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
Node* playerContent = serverScene->instantiate();
FirstPersonPlayer* player = memnew(FirstPersonPlayer);
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
player->add_child(playerContent);
m_Players->add_child(player);
} else {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
Node* playerContent = serverScene->instantiate();
Player* player = memnew(Player);
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
player->add_child(playerContent);
m_Players->add_child(player);
PlayerController* playerController = memnew(PlayerController);
player->add_child(playerController);
}
}
@@ -108,4 +100,22 @@ void World::SetPlayerPositionAndRotation(
}
}
void World::AddProjectile(
PlayerID a_Shooter, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity) {
Player* shooter = GetPlayerById(a_Shooter);
if (!shooter)
return;
Bullet* bullet = ProjectileFactory::CreatePen();
bullet->set_position(a_Position);
Transform3D bulletTransform = bullet->get_transform();
bulletTransform.basis.set_euler(a_Rotation);
bullet->set_transform(bulletTransform);
Node* entities = get_node<Node>("WorldContent/Entities");
entities->add_child(bullet);
}
} // namespace blitz

View File

@@ -272,9 +272,13 @@ void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Pack
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {
m_Buffer << a_Packet.m_Sender << a_Packet.m_Position << a_Packet.m_Rotation << a_Packet.m_Velocity;
}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {
m_Buffer >> a_Packet.m_Sender >> a_Packet.m_Position >> a_Packet.m_Rotation >> a_Packet.m_Velocity;
}

63
src/client/Bullet.cpp Normal file
View File

@@ -0,0 +1,63 @@
#include <client/Bullet.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/geometry_instance3d.hpp>
#include <godot_cpp/classes/physics_direct_space_state3d.hpp>
#include <godot_cpp/classes/physics_ray_query_parameters3d.hpp>
#include <godot_cpp/classes/timer.hpp>
#include <godot_cpp/classes/world3d.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
using namespace godot;
static constexpr float SPEED = 20.0f;
static constexpr float MaxAlive = 10.0f;
void Bullet::_bind_methods() {}
Bullet::Bullet() : m_Stuck(false) {}
void Bullet::_ready() {
Timer* timer = memnew(Timer);
add_child(timer);
timer->connect("timeout", callable_mp(this, &Bullet::Destroy));
timer->set_wait_time(MaxAlive);
timer->start();
}
Bullet::~Bullet() {}
void Bullet::_process(float a_Delta) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
auto* head = get_node<Node3D>("Armature");
if (m_Stuck)
return;
Vector3 start = get_position();
Vector3 finish = start + get_transform().basis.xform(Vector3{0, 0, -SPEED * a_Delta});
auto query = PhysicsRayQueryParameters3D::create(start, finish, 1);
auto result = get_world_3d()->get_direct_space_state()->intersect_ray(query);
if (result.is_empty()) {
set_position(finish);
return;
}
m_Stuck = true;
Vector3 intersectPoint = result["position"];
head->set_global_position(intersectPoint);
}
void Bullet::Destroy() {
queue_free();
}
} // namespace blitz

View File

@@ -31,19 +31,13 @@ void Player::_ready() {
return;
}
m_Player = get_node<CharacterBody3D>("Player");
DEV_ASSERT(m_Player);
// we set the player to an invalid position
m_Player->set_position({-99999, -999999, -999999});
set_position({-99999, -999999, -999999});
m_Head = get_node<Node3D>("Player/Head");
DEV_ASSERT(m_Head);
m_Mesh = get_node<Node3D>("Player/Armature");
m_Mesh = get_node<Node3D>("Armature");
DEV_ASSERT(m_Mesh);
m_AnimationTree = get_node<AnimationTree>("Player/AnimationTree");
m_AnimationTree = get_node<AnimationTree>("AnimationTree");
DEV_ASSERT(m_AnimationTree);
}
@@ -51,29 +45,29 @@ void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint())
return;
m_Player->move_and_slide();
move_and_slide();
UpdateAnimation(delta);
}
Vector3 Player::GetPosition() const {
return m_Player->get_position();
return get_position();
}
void Player::SetPosition(const Vector3& a_Position) {
m_Player->set_position(a_Position);
set_position(a_Position);
}
Vector3 Player::GetVelocity() const {
return m_Player->get_velocity();
return get_velocity();
}
void Player::SetVelocity(const Vector3& a_Velocity) {
m_Player->set_velocity(a_Velocity);
set_velocity(a_Velocity);
}
void Player::UpdateAnimation(float a_Delta) {
Vector3 velocity = m_Player->get_velocity();
float angle = m_Player->get_rotation().y;
Vector3 velocity = get_velocity();
float angle = get_rotation().y;
Vector3 direction = velocity.rotated({0, 1, 0}, -angle);
if (direction.length() < 1.0f) {
@@ -91,8 +85,8 @@ void Player::UpdateAnimation(float a_Delta) {
float ratio = 0.5f - (UtilityFunctions::absf(direction.z) - UtilityFunctions::absf(direction.x)) * 0.5f;
BlendAnimation("parameters/Movement/Walking/blend_amount", ratio, a_Delta);
m_AnimationTree->set("parameters/conditions/jump", !m_Player->is_on_floor() && m_Player->get_velocity().y > 0.0f);
m_AnimationTree->set("parameters/conditions/is_on_floor", m_Player->is_on_floor());
m_AnimationTree->set("parameters/conditions/jump", !is_on_floor() && get_velocity().y > 0.0f);
m_AnimationTree->set("parameters/conditions/is_on_floor", is_on_floor());
}
void Player::BlendAnimation(const godot::String& a_AnimationName, float a_Goal, float a_Delta) {
@@ -104,17 +98,24 @@ void Player::SetModelVisible(bool a_Visible) {
auto* skeleton = m_Mesh->get_node<Skeleton3D>("Skeleton3D");
for (int i = 0; i < skeleton->get_child_count(); i++) {
auto* bodyPart = Object::cast_to<MeshInstance3D>(skeleton->get_child(i));
bodyPart->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
if (bodyPart)
bodyPart->set_cast_shadows_setting(a_Visible
? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
}
// TODO: dirty, make it recursive
auto* pencilCase = m_Mesh->get_node<MeshInstance3D>("Skeleton3D/Hand/Pencil Case");
pencilCase->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
}
Vector3 Player::GetCameraRotation() const {
return m_Player->get_rotation();
return get_rotation();
}
void Player::SetCameraRotation(const Vector3& a_Rotation) {
m_Player->set_rotation(a_Rotation);
set_rotation(a_Rotation);
}
} // namespace blitz

View File

@@ -1,5 +1,7 @@
#include <client/FirstPersonPlayer.h>
#include <client/PlayerController.h>
#include <blitz/factory/ProjectileFactory.h>
#include <blitz/godot/NetworkInterface.h>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
@@ -37,15 +39,13 @@ static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
static const float LerpValue = 0.10;
static const float AnimationBlend = 7.0;
void FirstPersonPlayer::_bind_methods() {}
void PlayerController::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : Player(), m_BobTime(0) {}
PlayerController::PlayerController() : m_BobTime(0) {}
FirstPersonPlayer::~FirstPersonPlayer() {}
void FirstPersonPlayer::_ready() {
Player::_ready();
PlayerController::~PlayerController() {}
void PlayerController::_ready() {
InputMap::get_singleton()->load_from_project_settings();
if (!Engine::get_singleton()->is_editor_hint()) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
@@ -53,18 +53,28 @@ void FirstPersonPlayer::_ready() {
return;
}
m_Player = Object::cast_to<Player>(get_parent());
m_Head = m_Player->get_node<Node3D>("Head");
DEV_ASSERT(m_Head);
m_Head->set_visible(true);
m_Camera = memnew(Camera3D);
m_Camera->set_name("FirstPersonCamera");
m_Head->add_child(m_Camera);
m_Camera->make_current();
SetModelVisible(false);
m_Player->SetModelVisible(false);
SetPosition({0, 100, 0});
SetVelocity({0, 0, 0});
m_Player->SetPosition({0, 1, 0});
m_Player->SetVelocity({0, 0, 0});
m_NetworkInterface = m_Player->get_node<NetworkInterface>("../../../../Network");
DEV_ASSERT(m_NetworkInterface);
}
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
void PlayerController::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
auto* event = Object::cast_to<InputEventMouseMotion>(a_Event.ptr());
if (event)
UpdateCamera(*event);
@@ -77,7 +87,7 @@ void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_
}
}
void FirstPersonPlayer::_physics_process(float a_Delta) {
void PlayerController::_process(float a_Delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
@@ -87,25 +97,31 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
auto* Input = Input::get_singleton();
if (!m_Player->is_on_floor())
SetVelocity(GetVelocity() - Vector3{0, GRAVITY * a_Delta, 0});
m_Player->SetVelocity(m_Player->GetVelocity() - Vector3{0, GRAVITY * a_Delta, 0});
if (Input->is_action_pressed("jump") && m_Player->is_on_floor())
SetVelocity({GetVelocity().x, JUMP_VELOCITY, GetVelocity().z});
m_Player->SetVelocity({m_Player->GetVelocity().x, JUMP_VELOCITY, m_Player->GetVelocity().z});
m_Speed = Input->is_action_pressed("sprint") ? SPRINT_SPEED : WALK_SPEED;
UpdatePosition(a_Delta);
UpdateFOV(a_Delta);
UpdateBobbing(a_Delta);
UpdateVelocity(a_Delta);
m_Player->move_and_slide();
UpdateAnimation(a_Delta);
Shoot();
}
void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
m_BobTime += a_Delta * GetVelocity().length() * m_Player->is_on_floor();
void PlayerController::Shoot() {
if (Input::get_singleton()->is_action_pressed("shoot")) {
// we don't use velocity yet
protocol::packets::PlayerShoot packet(
{m_Player->GetId(), m_Camera->get_global_position(), m_Camera->get_global_transform().basis.get_euler(), {}});
m_NetworkInterface->BroadcastPacket(packet);
}
}
void PlayerController::UpdateBobbing(float a_Delta) {
m_BobTime += a_Delta * m_Player->GetVelocity().length() * m_Player->is_on_floor();
Vector3 newPos{static_cast<float>(Math::cos(m_BobTime * BOB_FREQ / 2.0) * BOB_AMP),
static_cast<float>(Math::sin(m_BobTime * BOB_FREQ) * BOB_AMP), 0};
@@ -113,16 +129,16 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
// m_Camera->set_transform({m_Camera->get_transform().basis, newPos});
}
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
void PlayerController::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Player->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
m_Head->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x;
float rotationX = m_Head->get_rotation().x;
rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
m_Camera->set_rotation({rotationX, m_Camera->get_rotation().y, m_Camera->get_rotation().z});
m_Head->set_rotation({rotationX, m_Head->get_rotation().y, m_Head->get_rotation().z});
}
void FirstPersonPlayer::UpdatePosition(float delta) {
void PlayerController::UpdateVelocity(float delta) {
auto* Input = Input::get_singleton();
Vector2 inputDirection = Input->get_vector("move_left", "move_right", "move_forwards", "move_backwards");
@@ -130,25 +146,25 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
if (m_Player->is_on_floor()) {
if (!direction.is_zero_approx()) {
SetVelocity({direction.x * m_Speed, GetVelocity().y, direction.z * m_Speed});
m_Player->SetVelocity({direction.x * m_Speed, m_Player->GetVelocity().y, direction.z * m_Speed});
} else {
SetVelocity({Math::lerp(static_cast<float>(GetVelocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * GROUND_FRICTION)),
GetVelocity().y,
Math::lerp(static_cast<float>(GetVelocity().z), static_cast<float>(direction.z * m_Speed),
m_Player->SetVelocity({Math::lerp(static_cast<float>(m_Player->GetVelocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * GROUND_FRICTION)),
m_Player->GetVelocity().y,
Math::lerp(static_cast<float>(m_Player->GetVelocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * GROUND_FRICTION))});
}
} else {
SetVelocity({Math::lerp(static_cast<float>(GetVelocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT)),
GetVelocity().y,
Math::lerp(static_cast<float>(GetVelocity().z), static_cast<float>(direction.z * m_Speed),
m_Player->SetVelocity({Math::lerp(static_cast<float>(m_Player->GetVelocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT)),
m_Player->GetVelocity().y,
Math::lerp(static_cast<float>(m_Player->GetVelocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))});
}
}
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
float velocityClamped = Math::clamp(GetVelocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
void PlayerController::UpdateFOV(float a_Delta) {
float velocityClamped = Math::clamp(m_Player->GetVelocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
m_Camera->set_fov(Math::lerp(static_cast<float>(m_Camera->get_fov()), targetFOV, a_Delta * FOV_TRANSITION));
}

View File

@@ -1,9 +1,10 @@
#include <blitz/godot/NetworkInterface.h>
#include <client/Bullet.h>
#include <client/ClientWorld.h>
#include <client/FirstPersonPlayer.h>
#include <client/Main.h>
#include <client/MainMenu.h>
#include <client/Player.h>
#include <client/PlayerController.h>
#include <server/Server.h>
#include <server/ServerWorld.h>
@@ -15,7 +16,7 @@ using namespace godot;
static void RegisterClasses() {
GDREGISTER_CLASS(blitz::Player);
GDREGISTER_CLASS(blitz::FirstPersonPlayer);
GDREGISTER_CLASS(blitz::PlayerController);
GDREGISTER_CLASS(blitz::MainMenu);
GDREGISTER_CLASS(blitz::Main);
GDREGISTER_CLASS(blitz::NetworkInterface);
@@ -23,6 +24,7 @@ static void RegisterClasses() {
GDREGISTER_ABSTRACT_CLASS(blitz::World);
GDREGISTER_CLASS(blitz::ClientWorld);
GDREGISTER_CLASS(blitz::ServerWorld);
GDREGISTER_CLASS(blitz::Bullet);
}
static void initialize_blitz_module(ModuleInitializationLevel p_level) {