Compare commits

6 Commits

Author SHA1 Message Date
Morph01
32f8f2fcde Add Hitmarkers 2024-08-30 18:09:55 +02:00
Morph01
67f7335dba Crosshair really in the center (it was in the top left center of the 40x40 centered rect) 2024-08-30 16:18:16 +02:00
Morph01
791cea356d Fix SubViewport bug when opening the scene FirstPersonPlayer / Zombie (bone collision shape) / Bullet in the editor 2024-08-30 15:49:22 +02:00
Morph01
68d3cec08a simple dynamic crosshair 2024-08-25 18:25:22 +02:00
Morph01
5c6f82c5d7 Random spawn of zombies 2024-08-22 19:40:32 +02:00
Morph01
faf6a9116d Add Dying animation 2024-08-22 17:53:25 +02:00
16 changed files with 1249 additions and 140 deletions

View File

@@ -24,3 +24,100 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")] [node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55) transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
[node name="UserInterface" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="Crosshair" type="Crosshair" parent="UserInterface"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(20, 15, 20, 5)
width = 2.0
[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(25, 20, 35, 20)
width = 2.0
[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(20, 25, 20, 35)
width = 2.0
[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(15, 20, 5, 20)
width = 2.0
[node name="HitMarkers" type="HitMarkers" parent="UserInterface"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
[node name="TopRight" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(22.5, 17.5, 35, 5)
width = 2.0
[node name="BottomRight" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(22.5, 22.5, 35, 35)
width = 2.0
[node name="BottomLeft" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(17.5, 22.5, 5, 35)
width = 2.0
[node name="TopLeft" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(17.5, 17.5, 5, 5)
width = 2.0
[node name="TopRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(22.5, 17.5, 35, 5)
width = 2.0
default_color = Color(1, 0, 0, 1)
[node name="BottomRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(22.5, 22.5, 35, 35)
width = 2.0
default_color = Color(1, 0, 0, 1)
[node name="BottomLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(17.5, 22.5, 5, 35)
width = 2.0
default_color = Color(1, 0, 0, 1)
[node name="TopLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
visible = false
points = PackedVector2Array(17.5, 17.5, 5, 5)
width = 2.0
default_color = Color(1, 0, 0, 1)

File diff suppressed because one or more lines are too long

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@@ -1,10 +1,9 @@
[gd_scene load_steps=20 format=3 uid="uid://coue2qehpn4fr"] [gd_scene load_steps=19 format=3 uid="uid://coue2qehpn4fr"]
[ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"] [ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
[ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"] [ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
[ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"] [ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
[ext_resource type="Texture2D" uid="uid://di3uyny341483" path="res://Assets/Textures/Green.png" id="4_wp15n"] [ext_resource type="Texture2D" uid="uid://di3uyny341483" path="res://Assets/Textures/Green.png" id="4_wp15n"]
[ext_resource type="PackedScene" uid="uid://bjuf33f7oteit" path="res://Scenes/Characters/zombie.tscn" id="5_4vmh3"]
[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"] [ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
@@ -108,9 +107,31 @@ collision_mask = 3
[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_rit6o") shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="zombie" parent="Map" instance=ExtResource("5_4vmh3")] [node name="Spawns" type="Node3D" parent="Map"]
m_PlayerPath = NodePath("../../FirstPersonPlayer")
transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 14.3905, 0, -18.3684) [node name="Spawn1" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 18.6089)
[node name="Spawn2" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 18.6089)
[node name="Spawn3" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 0.0245247)
[node name="Spawn4" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 19.0777, 0, -20.2546)
[node name="Spawn5" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 1.64303, 0, -20.2546)
[node name="Spawn6" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, -20.2546)
[node name="Spawn7" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 0.256641)
[node name="Spawn8" type="Node3D" parent="Map/Spawns"]
transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 16.4132)
[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")] [node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")]
@@ -128,3 +149,7 @@ offset_top = -96.0
offset_right = 1365.0 offset_right = 1365.0
offset_bottom = 780.0 offset_bottom = 780.0
color = Color(1, 0, 0, 0.34902) color = Color(1, 0, 0, 0.34902)
[node name="ZombieSpawnTimer" type="Timer" parent="."]
wait_time = 5.0
autostart = true

View File

@@ -1,55 +1,72 @@
#include "BoneCollisionShape.h" #include "BoneCollisionShape.h"
#include <godot_cpp/classes/engine.hpp>
using namespace godot; using namespace godot;
namespace blitz { namespace blitz {
void BoneCollisionShape::_bind_methods() { void BoneCollisionShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage); ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage); ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage"); ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage); ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage); ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage"); ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam"))); ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam")));
ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam"))); ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit); ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit); ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
} }
BoneCollisionShape::BoneCollisionShape() {} BoneCollisionShape::BoneCollisionShape() {}
BoneCollisionShape::~BoneCollisionShape() {} BoneCollisionShape::~BoneCollisionShape() {}
void BoneCollisionShape::_ready() {} void BoneCollisionShape::_ready() {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
m_Crosshair = Object::cast_to<Crosshair>(
get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
m_HitMarkers = Object::cast_to<HitMarkers>(
get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("HitMarkers"));
DEV_ASSERT(m_HitMarkers);
}
void BoneCollisionShape::set_head_damage(int a_D) { void BoneCollisionShape::set_head_damage(int a_D) {
m_HeadDamage = a_D; m_HeadDamage = a_D;
} }
int BoneCollisionShape::get_head_damage() const { int BoneCollisionShape::get_head_damage() const {
return m_HeadDamage; return m_HeadDamage;
} }
void BoneCollisionShape::set_body_damage(int a_D) { void BoneCollisionShape::set_body_damage(int a_D) {
m_BodyDamage = a_D; m_BodyDamage = a_D;
} }
int BoneCollisionShape::get_body_damage() const { int BoneCollisionShape::get_body_damage() const {
return m_BodyDamage; return m_BodyDamage;
} }
void BoneCollisionShape::headshot_hit() { void BoneCollisionShape::headshot_hit() {
ERR_PRINT("zombie headshot hit"); ERR_PRINT("zombie headshot hit");
emit_signal("a_ZombieHeadShotHit", m_HeadDamage); m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
m_HitMarkers->hsvisible(true);
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
} }
void BoneCollisionShape::bodyshot_hit() { void BoneCollisionShape::bodyshot_hit() {
ERR_PRINT("zombie body hit"); ERR_PRINT("zombie body hit");
emit_signal("a_ZombieBodyShotHit", m_BodyDamage); m_HitMarkers->visible(true);
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
} }
} // namespace blitz } // namespace blitz

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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include "Crosshair.h"
#include "HitMarkers.h"
#include <godot_cpp/classes/area3d.hpp> #include <godot_cpp/classes/area3d.hpp>
namespace blitz { namespace blitz {
@@ -15,16 +17,18 @@ class BoneCollisionShape : public godot::Area3D {
~BoneCollisionShape(); ~BoneCollisionShape();
void _ready(); void _ready();
void headshot_hit(); void headshot_hit();
void bodyshot_hit(); void bodyshot_hit();
private: private:
int m_HeadDamage = 2; int m_HeadDamage = 2;
int m_BodyDamage = 1; int m_BodyDamage = 1;
void set_head_damage(int d); void set_head_damage(int d);
int get_head_damage() const; int get_head_damage() const;
void set_body_damage(int d); void set_body_damage(int d);
int get_body_damage() const; int get_body_damage() const;
Crosshair* m_Crosshair;
HitMarkers* m_HitMarkers;
}; };
} // namespace blitz } // namespace blitz

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@@ -1,6 +1,8 @@
#include "Bullet.h" #include "Bullet.h"
#include "BoneCollisionShape.h" #include "BoneCollisionShape.h"
#include <godot_cpp/classes/engine.hpp>
using namespace godot; using namespace godot;
namespace blitz { namespace blitz {
@@ -25,6 +27,15 @@ void Bullet::_ready() {
m_Timer = memnew(Timer); m_Timer = memnew(Timer);
add_child(m_Timer); add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout)); m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
m_HitMarkers = Object::cast_to<HitMarkers>(get_parent()->find_child("HitMarkers"));
DEV_ASSERT(m_HitMarkers);
} }
void Bullet::_physics_process(float a_Delta) { void Bullet::_physics_process(float a_Delta) {
@@ -53,6 +64,9 @@ void Bullet::_physics_process(float a_Delta) {
} }
void Bullet::_on_timer_timeout() { void Bullet::_on_timer_timeout() {
m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
m_HitMarkers->visible();
m_HitMarkers->hsvisible();
queue_free(); queue_free();
} }

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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include "Crosshair.h"
#include "HitMarkers.h"
#include <godot_cpp/classes/gpu_particles3d.hpp> #include <godot_cpp/classes/gpu_particles3d.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp> #include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
@@ -24,6 +26,8 @@ class Bullet : public godot::Node3D {
godot::RayCast3D* m_Ray; godot::RayCast3D* m_Ray;
godot::MeshInstance3D* m_Mesh; godot::MeshInstance3D* m_Mesh;
godot::Timer* m_Timer; godot::Timer* m_Timer;
Crosshair* m_Crosshair;
HitMarkers* m_HitMarkers;
void _on_timer_timeout(); void _on_timer_timeout();
}; };

70
src/Crosshair.cpp Normal file
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@@ -0,0 +1,70 @@
#include "Crosshair.h"
using namespace godot;
namespace blitz {
void Crosshair::_bind_methods() {}
Crosshair::Crosshair() :
m_DotRadius(1.0f),
m_DotColor(Color(1, 1, 1, 1)),
m_CrosshairSpeed(0.25f),
m_CrosshairDistance(2.0f),
m_Origin(Vector3(0, 0, 0)),
m_Pos(Vector2(0, 0)) {}
Crosshair::~Crosshair() {}
void Crosshair::_ready() {
// Catch the parent node directly without SubViewport problem in the editor thx to "recursivity" (if we go up the tree one more
// notch its bugging)
Node* root_node = get_parent();
while (root_node != nullptr && !root_node->is_class("FirstPersonPlayer")) {
root_node = root_node->get_parent();
}
if (root_node != nullptr && root_node->is_class("FirstPersonPlayer")) {
m_Player = Object::cast_to<FirstPersonPlayer>(root_node);
DEV_ASSERT(m_Player);
} else {
ERR_PRINT("FirstPersonPlayer not found in parent hierarchy.");
}
m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
DEV_ASSERT(m_CrosshairLines[i]);
}
queue_redraw();
}
void Crosshair::_process(float a_Delta) {
adjust_crosshair_lines();
}
void Crosshair::_draw() {
draw_circle(Vector2(20, 20), m_DotRadius, m_DotColor);
}
void Crosshair::adjust_crosshair_lines() {
Vector3 vel = m_Player->get_real_velocity();
float speed = m_Origin.distance_to(vel);
m_CrosshairLines[0]->set_position(
m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[1]->set_position(
m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
m_CrosshairLines[2]->set_position(
m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[3]->set_position(
m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
}
void Crosshair::set_dot_color(Color a_Color) {
m_DotColor = a_Color;
queue_redraw();
}
} // namespace blitz

35
src/Crosshair.h Normal file
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@@ -0,0 +1,35 @@
#pragma once
#include "FirstPersonPlayer.h"
#include <godot_cpp/classes/center_container.hpp>
#include <godot_cpp/classes/line2d.hpp>
namespace blitz {
class Crosshair : public godot::CenterContainer {
GDCLASS(Crosshair, godot::CenterContainer)
protected:
static void _bind_methods();
public:
Crosshair();
~Crosshair();
void _ready();
void _process(float delta);
void _draw();
void set_dot_color(godot::Color col);
private:
godot::Color m_DotColor;
float m_DotRadius;
std::array<godot::Line2D*, 4> m_CrosshairLines;
FirstPersonPlayer* m_Player;
float m_CrosshairSpeed;
float m_CrosshairDistance;
godot::Vector3 m_Origin;
godot::Vector2 m_Pos;
void adjust_crosshair_lines();
};
} // namespace blitz

37
src/HitMarkers.cpp Normal file
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@@ -0,0 +1,37 @@
#include "HitMarkers.h"
using namespace godot;
namespace blitz {
void HitMarkers::_bind_methods() {}
HitMarkers::HitMarkers() {}
HitMarkers::~HitMarkers() {}
void HitMarkers::_ready() {
m_HitMarkerLines = {Object::cast_to<Line2D>(find_child("TopRight")), Object::cast_to<Line2D>(find_child("BottomRight")),
Object::cast_to<Line2D>(find_child("BottomLeft")), Object::cast_to<Line2D>(find_child("TopLeft"))};
for (size_t i = 0; i < m_HitMarkerLines.size(); i++) {
DEV_ASSERT(m_HitMarkerLines[i]);
}
m_HitMarkerHSLines = {Object::cast_to<Line2D>(find_child("TopRightHS")), Object::cast_to<Line2D>(find_child("BottomRightHS")),
Object::cast_to<Line2D>(find_child("BottomLeftHS")), Object::cast_to<Line2D>(find_child("TopLeftHS"))};
for (size_t i = 0; i < m_HitMarkerHSLines.size(); i++) {
DEV_ASSERT(m_HitMarkerHSLines[i]);
}
this->visible();
}
void HitMarkers::visible(bool a_Bool) {
for (size_t i = 0; i < m_HitMarkerLines.size(); i++) {
m_HitMarkerLines[i]->set_visible(a_Bool);
}
}
void HitMarkers::hsvisible(bool a_Bool) {
for (size_t i = 0; i < m_HitMarkerHSLines.size(); i++) {
m_HitMarkerHSLines[i]->set_visible(a_Bool);
}
}
} // namespace blitz

25
src/HitMarkers.h Normal file
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@@ -0,0 +1,25 @@
#pragma once
#include <godot_cpp/classes/center_container.hpp>
#include <godot_cpp/classes/line2d.hpp>
namespace blitz {
class HitMarkers : public godot::CenterContainer {
GDCLASS(HitMarkers, godot::CenterContainer)
protected:
static void _bind_methods();
public:
HitMarkers();
~HitMarkers();
void _ready();
void visible(bool visiblity = false);
void hsvisible(bool visiblity = false);
private:
std::array<godot::Line2D*, 4> m_HitMarkerLines;
std::array<godot::Line2D*, 4> m_HitMarkerHSLines;
};
} // namespace blitz

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@@ -1,7 +1,8 @@
#include "World.h" #include "World.h"
#include "FirstPersonPlayer.h" #include "FirstPersonPlayer.h"
#include <godot_cpp/variant/utility_functions.hpp>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot; using namespace godot;
@@ -10,6 +11,7 @@ namespace blitz {
void World::_bind_methods() { void World::_bind_methods() {
ClassDB::bind_method(D_METHOD("_on_first_person_player_hit"), &World::_on_first_person_player_hit); ClassDB::bind_method(D_METHOD("_on_first_person_player_hit"), &World::_on_first_person_player_hit);
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &World::_on_timer_timeout); ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &World::_on_timer_timeout);
ClassDB::bind_method(D_METHOD("_on_zombie_spawn_timer_timeout"), &World::_on_zombie_spawn_timer_timeout);
} }
World::World() {} World::World() {}
@@ -27,6 +29,20 @@ void World::_ready() {
m_Timer = memnew(Timer); m_Timer = memnew(Timer);
add_child(m_Timer); add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &World::_on_timer_timeout)); m_Timer->connect("timeout", callable_mp(this, &World::_on_timer_timeout));
m_ZombieSpawnTimer = memnew(Timer);
add_child(m_ZombieSpawnTimer);
m_ZombieSpawnTimer->connect("timeout", callable_mp(this, &World::_on_zombie_spawn_timer_timeout));
m_Spawns = Object::cast_to<Node3D>(find_child("Spawns"));
DEV_ASSERT(m_Spawns);
m_NavigationRegion = Object::cast_to<NavigationRegion3D>(find_child("NavigationRegion3D"));
DEV_ASSERT(m_NavigationRegion);
m_ZombieScene = ResourceLoader::get_singleton()->load("res://Scenes/Characters/zombie.tscn");
if (!m_ZombieScene.is_valid()) {
ERR_PRINT("Failed to load zombie scene.");
}
m_RandomId.instantiate();
m_RandomId->randomize();
m_ZombieSpawnTimer->start();
} }
void World::_on_first_person_player_hit() { void World::_on_first_person_player_hit() {
@@ -45,4 +61,27 @@ void World::_on_timer_timeout() {
m_RedRect->set_visible(false); m_RedRect->set_visible(false);
} }
Node* World::get_random_child(Node* a_ParentNode) {
m_ZombieSpawnTimer->set_wait_time(4.0);
if (!a_ParentNode || a_ParentNode->get_child_count() == 0) {
return nullptr;
}
int32_t id = m_RandomId->randi() % a_ParentNode->get_child_count();
return a_ParentNode->get_child(id);
}
void World::_on_zombie_spawn_timer_timeout() {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
auto spawns = Object::cast_to<Node3D>(World::get_random_child(m_Spawns));
auto spawn_points = spawns->get_global_position();
m_ZombieInstance = Object::cast_to<Zombie>(m_ZombieScene->instantiate());
DEV_ASSERT(m_ZombieInstance);
m_ZombieInstance->set_position(spawn_points);
m_NavigationRegion->add_child(m_ZombieInstance);
}
} // namespace blitz } // namespace blitz

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@@ -1,7 +1,11 @@
#pragma once #pragma once
#include <godot_cpp/classes/node3d.hpp> #include "Zombie.h"
#include <godot_cpp/classes/color_rect.hpp> #include <godot_cpp/classes/color_rect.hpp>
#include <godot_cpp/classes/navigation_region3d.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/random_number_generator.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/timer.hpp> #include <godot_cpp/classes/timer.hpp>
namespace blitz { namespace blitz {
@@ -21,7 +25,16 @@ class World : public godot::Node3D {
private: private:
godot::ColorRect* m_RedRect; godot::ColorRect* m_RedRect;
godot::Timer* m_Timer; godot::Timer* m_Timer;
godot::Timer* m_ZombieSpawnTimer;
godot::Node3D* m_Spawns;
godot::NavigationRegion3D* m_NavigationRegion;
Zombie* m_ZombieInstance;
godot::Ref<godot::PackedScene> m_ZombieScene;
godot::Ref<godot::RandomNumberGenerator> m_RandomId;
void _on_timer_timeout(); void _on_timer_timeout();
void _on_zombie_spawn_timer_timeout();
void _on_first_person_player_hit(); void _on_first_person_player_hit();
Node* get_random_child(Node* parent_node);
}; };
} // namespace blitz } // namespace blitz

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@@ -1,6 +1,8 @@
#include "Zombie.h" #include "Zombie.h"
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/core/math.hpp> #include <godot_cpp/core/math.hpp>
using namespace godot; using namespace godot;
@@ -16,6 +18,7 @@ void Zombie::_bind_methods() {
ClassDB::bind_method(D_METHOD("hit_finished"), &Zombie::hit_finished); ClassDB::bind_method(D_METHOD("hit_finished"), &Zombie::hit_finished);
ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_head_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_head_shot_hit); ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_head_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_head_shot_hit);
ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_body_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_body_shot_hit); ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_body_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_body_shot_hit);
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Zombie::_on_timer_timeout);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
} }
@@ -31,8 +34,13 @@ void Zombie::_ready() {
} }
#endif #endif
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->find_child("FirstPersonPlayer")); godot::Node* scene_root = Object::cast_to<godot::Node>(get_tree()->get_root()->get_child(0));
DEV_ASSERT(m_Player); if (scene_root) {
m_Player = Object::cast_to<FirstPersonPlayer>(scene_root->find_child("FirstPersonPlayer", true));
DEV_ASSERT(m_Player);
} else {
ERR_PRINT("Scene root not found or invalid.");
}
m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D")); m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D"));
DEV_ASSERT(m_NavigationAgent); DEV_ASSERT(m_NavigationAgent);
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree")); m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
@@ -44,6 +52,9 @@ void Zombie::_ready() {
DEV_ASSERT(m_HeadCollision); DEV_ASSERT(m_HeadCollision);
m_HeadCollision->connect("a_ZombieHeadShotHit", Callable(this, "_on_area_3d_a_zombie_head_shot_hit")); m_HeadCollision->connect("a_ZombieHeadShotHit", Callable(this, "_on_area_3d_a_zombie_head_shot_hit"));
connect_collision_shapes(m_BodyPartsCollision); connect_collision_shapes(m_BodyPartsCollision);
m_Timer = memnew(Timer);
add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Zombie::_on_timer_timeout));
} }
void Zombie::_process(float a_Delta) { void Zombie::_process(float a_Delta) {
@@ -92,7 +103,10 @@ void Zombie::hit_finished() {
void Zombie::apply_damage(int dam) { void Zombie::apply_damage(int dam) {
m_Health -= dam; m_Health -= dam;
if (m_Health <= 0) { if (m_Health <= 0) {
queue_free(); m_AnimationTree->set("parameters/conditions/die", true);
this->set_velocity(Vector3(0, 0, 0));
m_Timer->set_wait_time(4.0);
m_Timer->start();
} }
} }
@@ -113,4 +127,8 @@ void Zombie::connect_collision_shapes(const std::vector<StringName>& body_parts)
} }
} }
void Zombie::_on_timer_timeout() {
queue_free();
}
} // namespace blitz } // namespace blitz

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@@ -8,6 +8,7 @@
#include <godot_cpp/classes/navigation_agent3d.hpp> #include <godot_cpp/classes/navigation_agent3d.hpp>
#include <godot_cpp/variant/node_path.hpp> #include <godot_cpp/variant/node_path.hpp>
#include <godot_cpp/variant/string_name.hpp> #include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/classes/timer.hpp>
namespace blitz { namespace blitz {
@@ -37,12 +38,14 @@ class Zombie : public godot::CharacterBody3D {
std::vector<godot::StringName> m_BodyPartsCollision = {"Neck", "Spine", "Hips", "LeftArm", "LeftForearm", "LeftHand", "RightArm", std::vector<godot::StringName> m_BodyPartsCollision = {"Neck", "Spine", "Hips", "LeftArm", "LeftForearm", "LeftHand", "RightArm",
"RightForearm", "RightHand", "LeftUpLeg", "RightUpLeg", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"}; "RightForearm", "RightHand", "LeftUpLeg", "RightUpLeg", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"};
int m_Health = 6; int m_Health = 6;
godot::Timer* m_Timer;
void set_m_PlayerPath(const godot::NodePath& path); void set_m_PlayerPath(const godot::NodePath& path);
godot::NodePath get_m_PlayerPath() const; godot::NodePath get_m_PlayerPath() const;
void hit_finished(); void hit_finished();
void apply_damage(int dam); void apply_damage(int dam);
void connect_collision_shapes(const std::vector<godot::StringName>& body_parts); void connect_collision_shapes(const std::vector<godot::StringName>& body_parts);
void _on_timer_timeout();
}; };
} // namespace blitz } // namespace blitz

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@@ -2,7 +2,9 @@
#include "BoneCollisionShape.h" #include "BoneCollisionShape.h"
#include "Bullet.h" #include "Bullet.h"
#include "Crosshair.h"
#include "FirstPersonPlayer.h" #include "FirstPersonPlayer.h"
#include "HitMarkers.h"
#include "Player.h" #include "Player.h"
#include "SpringArmPivot.h" #include "SpringArmPivot.h"
#include "World.h" #include "World.h"
@@ -26,6 +28,8 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<blitz::Zombie>(); ClassDB::register_class<blitz::Zombie>();
ClassDB::register_class<blitz::BoneCollisionShape>(); ClassDB::register_class<blitz::BoneCollisionShape>();
ClassDB::register_class<blitz::World>(); ClassDB::register_class<blitz::World>();
ClassDB::register_class<blitz::Crosshair>();
ClassDB::register_class<blitz::HitMarkers>();
} }
void uninitialize_example_module(ModuleInitializationLevel p_level) { void uninitialize_example_module(ModuleInitializationLevel p_level) {