generated from Persson-dev/Godot-Xmake
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6 Commits
1f52eb2c52
...
weapon
| Author | SHA1 | Date | |
|---|---|---|---|
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32f8f2fcde | ||
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67f7335dba | ||
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791cea356d | ||
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68d3cec08a | ||
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5c6f82c5d7 | ||
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faf6a9116d |
@@ -24,3 +24,100 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
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[node name="UserInterface" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 1
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[node name="Crosshair" type="Crosshair" parent="UserInterface"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(20, 15, 20, 5)
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width = 2.0
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[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(25, 20, 35, 20)
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width = 2.0
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[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(20, 25, 20, 35)
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width = 2.0
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[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(15, 20, 5, 20)
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width = 2.0
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[node name="HitMarkers" type="HitMarkers" parent="UserInterface"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="TopRight" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 17.5, 35, 5)
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width = 2.0
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[node name="BottomRight" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 22.5, 35, 35)
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width = 2.0
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[node name="BottomLeft" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 22.5, 5, 35)
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width = 2.0
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[node name="TopLeft" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 17.5, 5, 5)
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width = 2.0
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[node name="TopRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 17.5, 35, 5)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="BottomRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 22.5, 35, 35)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="BottomLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 22.5, 5, 35)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="TopLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 17.5, 5, 5)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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File diff suppressed because one or more lines are too long
@@ -1,10 +1,9 @@
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[gd_scene load_steps=20 format=3 uid="uid://coue2qehpn4fr"]
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[gd_scene load_steps=19 format=3 uid="uid://coue2qehpn4fr"]
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[ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
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[ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
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[ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
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[ext_resource type="Texture2D" uid="uid://di3uyny341483" path="res://Assets/Textures/Green.png" id="4_wp15n"]
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[ext_resource type="PackedScene" uid="uid://bjuf33f7oteit" path="res://Scenes/Characters/zombie.tscn" id="5_4vmh3"]
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[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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@@ -108,9 +107,31 @@ collision_mask = 3
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_rit6o")
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[node name="zombie" parent="Map" instance=ExtResource("5_4vmh3")]
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m_PlayerPath = NodePath("../../FirstPersonPlayer")
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transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 14.3905, 0, -18.3684)
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[node name="Spawns" type="Node3D" parent="Map"]
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[node name="Spawn1" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 18.6089)
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[node name="Spawn2" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 18.6089)
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[node name="Spawn3" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 0.0245247)
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[node name="Spawn4" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 19.0777, 0, -20.2546)
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[node name="Spawn5" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 1.64303, 0, -20.2546)
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[node name="Spawn6" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, -20.2546)
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[node name="Spawn7" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 0.256641)
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[node name="Spawn8" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 16.4132)
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[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")]
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@@ -128,3 +149,7 @@ offset_top = -96.0
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offset_right = 1365.0
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offset_bottom = 780.0
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color = Color(1, 0, 0, 0.34902)
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[node name="ZombieSpawnTimer" type="Timer" parent="."]
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wait_time = 5.0
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autostart = true
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@@ -1,5 +1,7 @@
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#include "BoneCollisionShape.h"
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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namespace blitz {
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@@ -24,7 +26,19 @@ BoneCollisionShape::BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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void BoneCollisionShape::_ready() {}
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void BoneCollisionShape::_ready() {
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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m_Crosshair = Object::cast_to<Crosshair>(
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get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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m_HitMarkers = Object::cast_to<HitMarkers>(
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get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("HitMarkers"));
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DEV_ASSERT(m_HitMarkers);
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}
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void BoneCollisionShape::set_head_damage(int a_D) {
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m_HeadDamage = a_D;
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@@ -44,11 +58,14 @@ int BoneCollisionShape::get_body_damage() const {
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void BoneCollisionShape::headshot_hit() {
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ERR_PRINT("zombie headshot hit");
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m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
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m_HitMarkers->hsvisible(true);
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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}
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void BoneCollisionShape::bodyshot_hit() {
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ERR_PRINT("zombie body hit");
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m_HitMarkers->visible(true);
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include "Crosshair.h"
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#include "HitMarkers.h"
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#include <godot_cpp/classes/area3d.hpp>
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namespace blitz {
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@@ -25,6 +27,8 @@ class BoneCollisionShape : public godot::Area3D {
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int get_head_damage() const;
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void set_body_damage(int d);
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int get_body_damage() const;
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Crosshair* m_Crosshair;
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HitMarkers* m_HitMarkers;
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};
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} // namespace blitz
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@@ -1,6 +1,8 @@
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#include "Bullet.h"
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#include "BoneCollisionShape.h"
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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namespace blitz {
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@@ -25,6 +27,15 @@ void Bullet::_ready() {
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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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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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m_HitMarkers = Object::cast_to<HitMarkers>(get_parent()->find_child("HitMarkers"));
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DEV_ASSERT(m_HitMarkers);
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}
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void Bullet::_physics_process(float a_Delta) {
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@@ -53,6 +64,9 @@ void Bullet::_physics_process(float a_Delta) {
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}
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void Bullet::_on_timer_timeout() {
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m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
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m_HitMarkers->visible();
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m_HitMarkers->hsvisible();
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queue_free();
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include "Crosshair.h"
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#include "HitMarkers.h"
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#include <godot_cpp/classes/gpu_particles3d.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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@@ -24,6 +26,8 @@ class Bullet : public godot::Node3D {
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godot::RayCast3D* m_Ray;
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godot::MeshInstance3D* m_Mesh;
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godot::Timer* m_Timer;
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Crosshair* m_Crosshair;
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HitMarkers* m_HitMarkers;
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void _on_timer_timeout();
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};
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70
src/Crosshair.cpp
Normal file
70
src/Crosshair.cpp
Normal file
@@ -0,0 +1,70 @@
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#include "Crosshair.h"
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using namespace godot;
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namespace blitz {
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void Crosshair::_bind_methods() {}
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Crosshair::Crosshair() :
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m_DotRadius(1.0f),
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m_DotColor(Color(1, 1, 1, 1)),
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m_CrosshairSpeed(0.25f),
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m_CrosshairDistance(2.0f),
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m_Origin(Vector3(0, 0, 0)),
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m_Pos(Vector2(0, 0)) {}
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Crosshair::~Crosshair() {}
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void Crosshair::_ready() {
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// Catch the parent node directly without SubViewport problem in the editor thx to "recursivity" (if we go up the tree one more
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// notch its bugging)
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Node* root_node = get_parent();
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while (root_node != nullptr && !root_node->is_class("FirstPersonPlayer")) {
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root_node = root_node->get_parent();
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}
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if (root_node != nullptr && root_node->is_class("FirstPersonPlayer")) {
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m_Player = Object::cast_to<FirstPersonPlayer>(root_node);
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DEV_ASSERT(m_Player);
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} else {
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ERR_PRINT("FirstPersonPlayer not found in parent hierarchy.");
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}
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m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
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Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
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for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
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DEV_ASSERT(m_CrosshairLines[i]);
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}
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queue_redraw();
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}
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void Crosshair::_process(float a_Delta) {
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adjust_crosshair_lines();
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}
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void Crosshair::_draw() {
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draw_circle(Vector2(20, 20), m_DotRadius, m_DotColor);
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}
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void Crosshair::adjust_crosshair_lines() {
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Vector3 vel = m_Player->get_real_velocity();
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float speed = m_Origin.distance_to(vel);
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m_CrosshairLines[0]->set_position(
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m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
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m_CrosshairLines[1]->set_position(
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m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
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m_CrosshairLines[2]->set_position(
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m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
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m_CrosshairLines[3]->set_position(
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m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
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}
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void Crosshair::set_dot_color(Color a_Color) {
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m_DotColor = a_Color;
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queue_redraw();
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}
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||||
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} // namespace blitz
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||||
35
src/Crosshair.h
Normal file
35
src/Crosshair.h
Normal file
@@ -0,0 +1,35 @@
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#pragma once
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||||
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#include "FirstPersonPlayer.h"
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#include <godot_cpp/classes/center_container.hpp>
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#include <godot_cpp/classes/line2d.hpp>
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||||
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namespace blitz {
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class Crosshair : public godot::CenterContainer {
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GDCLASS(Crosshair, godot::CenterContainer)
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protected:
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static void _bind_methods();
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||||
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||||
public:
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Crosshair();
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||||
~Crosshair();
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||||
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||||
void _ready();
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void _process(float delta);
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void _draw();
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void set_dot_color(godot::Color col);
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private:
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godot::Color m_DotColor;
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float m_DotRadius;
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||||
std::array<godot::Line2D*, 4> m_CrosshairLines;
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||||
FirstPersonPlayer* m_Player;
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float m_CrosshairSpeed;
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float m_CrosshairDistance;
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godot::Vector3 m_Origin;
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godot::Vector2 m_Pos;
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||||
|
||||
void adjust_crosshair_lines();
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||||
};
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||||
|
||||
} // namespace blitz
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||||
37
src/HitMarkers.cpp
Normal file
37
src/HitMarkers.cpp
Normal file
@@ -0,0 +1,37 @@
|
||||
#include "HitMarkers.h"
|
||||
|
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using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
void HitMarkers::_bind_methods() {}
|
||||
|
||||
HitMarkers::HitMarkers() {}
|
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HitMarkers::~HitMarkers() {}
|
||||
|
||||
void HitMarkers::_ready() {
|
||||
m_HitMarkerLines = {Object::cast_to<Line2D>(find_child("TopRight")), Object::cast_to<Line2D>(find_child("BottomRight")),
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Object::cast_to<Line2D>(find_child("BottomLeft")), Object::cast_to<Line2D>(find_child("TopLeft"))};
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||||
for (size_t i = 0; i < m_HitMarkerLines.size(); i++) {
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DEV_ASSERT(m_HitMarkerLines[i]);
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||||
}
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||||
m_HitMarkerHSLines = {Object::cast_to<Line2D>(find_child("TopRightHS")), Object::cast_to<Line2D>(find_child("BottomRightHS")),
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||||
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
25
src/HitMarkers.h
Normal file
@@ -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
|
||||
@@ -1,7 +1,8 @@
|
||||
#include "World.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/resource_loader.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
@@ -10,6 +11,7 @@ namespace blitz {
|
||||
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_timer_timeout"), &World::_on_timer_timeout);
|
||||
ClassDB::bind_method(D_METHOD("_on_zombie_spawn_timer_timeout"), &World::_on_zombie_spawn_timer_timeout);
|
||||
}
|
||||
|
||||
World::World() {}
|
||||
@@ -27,6 +29,20 @@ void World::_ready() {
|
||||
m_Timer = memnew(Timer);
|
||||
add_child(m_Timer);
|
||||
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() {
|
||||
@@ -45,4 +61,27 @@ void World::_on_timer_timeout() {
|
||||
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
|
||||
15
src/World.h
15
src/World.h
@@ -1,7 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include "Zombie.h"
|
||||
#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>
|
||||
|
||||
namespace blitz {
|
||||
@@ -21,7 +25,16 @@ class World : public godot::Node3D {
|
||||
private:
|
||||
godot::ColorRect* m_RedRect;
|
||||
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_zombie_spawn_timer_timeout();
|
||||
void _on_first_person_player_hit();
|
||||
Node* get_random_child(Node* parent_node);
|
||||
};
|
||||
} // namespace blitz
|
||||
@@ -1,6 +1,8 @@
|
||||
#include "Zombie.h"
|
||||
|
||||
#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>
|
||||
|
||||
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("_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_timer_timeout"), &Zombie::_on_timer_timeout);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
|
||||
}
|
||||
@@ -31,8 +34,13 @@ void Zombie::_ready() {
|
||||
}
|
||||
#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));
|
||||
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"));
|
||||
DEV_ASSERT(m_NavigationAgent);
|
||||
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
|
||||
@@ -44,6 +52,9 @@ void Zombie::_ready() {
|
||||
DEV_ASSERT(m_HeadCollision);
|
||||
m_HeadCollision->connect("a_ZombieHeadShotHit", Callable(this, "_on_area_3d_a_zombie_head_shot_hit"));
|
||||
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) {
|
||||
@@ -92,7 +103,10 @@ void Zombie::hit_finished() {
|
||||
void Zombie::apply_damage(int dam) {
|
||||
m_Health -= dam;
|
||||
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
|
||||
@@ -8,6 +8,7 @@
|
||||
#include <godot_cpp/classes/navigation_agent3d.hpp>
|
||||
#include <godot_cpp/variant/node_path.hpp>
|
||||
#include <godot_cpp/variant/string_name.hpp>
|
||||
#include <godot_cpp/classes/timer.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
@@ -37,12 +38,14 @@ class Zombie : public godot::CharacterBody3D {
|
||||
std::vector<godot::StringName> m_BodyPartsCollision = {"Neck", "Spine", "Hips", "LeftArm", "LeftForearm", "LeftHand", "RightArm",
|
||||
"RightForearm", "RightHand", "LeftUpLeg", "RightUpLeg", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"};
|
||||
int m_Health = 6;
|
||||
godot::Timer* m_Timer;
|
||||
|
||||
void set_m_PlayerPath(const godot::NodePath& path);
|
||||
godot::NodePath get_m_PlayerPath() const;
|
||||
void hit_finished();
|
||||
void apply_damage(int dam);
|
||||
void connect_collision_shapes(const std::vector<godot::StringName>& body_parts);
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
#include "BoneCollisionShape.h"
|
||||
#include "Bullet.h"
|
||||
#include "Crosshair.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "HitMarkers.h"
|
||||
#include "Player.h"
|
||||
#include "SpringArmPivot.h"
|
||||
#include "World.h"
|
||||
@@ -26,6 +28,8 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
ClassDB::register_class<blitz::Zombie>();
|
||||
ClassDB::register_class<blitz::BoneCollisionShape>();
|
||||
ClassDB::register_class<blitz::World>();
|
||||
ClassDB::register_class<blitz::Crosshair>();
|
||||
ClassDB::register_class<blitz::HitMarkers>();
|
||||
}
|
||||
|
||||
void uninitialize_example_module(ModuleInitializationLevel p_level) {
|
||||
|
||||
Reference in New Issue
Block a user