Compare commits
14 Commits
65808e9dee
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weapon
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b92c5169c4 |
BIN
godot/Assets/Models/Characters/zombie.glb
Normal file
|
After Width: | Height: | Size: 3.8 MiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_body_normal.png
Normal file
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After Width: | Height: | Size: 4.1 MiB |
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After Width: | Height: | Size: 4.6 MiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_diffuse.png
Normal file
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After Width: | Height: | Size: 248 KiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_normal.png
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After Width: | Height: | Size: 198 KiB |
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After Width: | Height: | Size: 178 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_body__diffuse.png
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After Width: | Height: | Size: 3.8 MiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_body_normal.png
Normal file
|
After Width: | Height: | Size: 4.1 MiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_body_specular.png
Normal file
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After Width: | Height: | Size: 4.6 MiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_diffuse.png
Normal file
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After Width: | Height: | Size: 248 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_normal.png
Normal file
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After Width: | Height: | Size: 198 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_specular.png
Normal file
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After Width: | Height: | Size: 178 KiB |
BIN
godot/Assets/Models/Weapons/Steampunk Rifle.glb
Normal file
@@ -3276,6 +3276,7 @@ node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_tran
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||||
velocity = Vector3(0, -5821.84, 0)
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||||
|
||||
[node name="Mesh" type="Node3D" parent="."]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.0730165, 0)
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||||
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||||
[node name="Armature" type="Node3D" parent="Mesh"]
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||||
transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0)
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||||
@@ -3749,6 +3750,15 @@ skin = SubResource("Skin_l3wpu")
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.908729, 0)
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||||
shape = SubResource("CapsuleShape3D_mm42w")
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||||
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||||
[node name="SpringArmPivot" type="SpringArmPivot" parent="."]
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||||
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||||
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmPivot"]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.31667, 0)
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||||
spring_length = 2.0
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||||
margin = 0.2
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||||
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||||
[node name="Camera3D" type="Camera3D" parent="SpringArmPivot/SpringArm3D"]
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||||
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||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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||||
root_node = NodePath("../Mesh")
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||||
libraries = {
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||||
@@ -3761,6 +3771,6 @@ callback_mode_process = 0
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||||
tree_root = SubResource("AnimationNodeBlendTree_dptuf")
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||||
anim_player = NodePath("../AnimationPlayer")
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||||
parameters/ground_air_transition/current_state = "air"
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||||
parameters/ground_air_transition/transition_request = ""
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||||
parameters/ground_air_transition/transition_request = "air"
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||||
parameters/ground_air_transition/current_index = 1
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||||
parameters/iwr_blend/blend_amount = -1.0
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||||
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||||
3732
godot/Scenes/Characters/zombie.tscn
Normal file
@@ -1,9 +1,10 @@
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||||
[gd_scene load_steps=17 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" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
|
||||
[ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
|
||||
[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
|
||||
[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"]
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||||
[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://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="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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||||
panorama = ExtResource("1_mnexj")
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||||
@@ -17,6 +18,12 @@ sky = SubResource("Sky_5ngqa")
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||||
tonemap_mode = 2
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||||
glow_enabled = true
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||||
|
||||
[sub_resource type="NavigationMesh" id="NavigationMesh_2pdqo"]
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||||
vertices = PackedVector3Array(-5.25, 0.5, 1, -5, 0.5, -1.75, -5.5, 0.5, -2, -11.25, 0.5, 1, -5.5, 0.5, -3.75, -3.25, 0.5, -4, -3.25, 0.5, -24.5, -11.25, 0.5, 1, -5.5, 0.5, -2, -5.5, 0.5, -3.75, -24.5, 0.5, 3.25, -11.5, 0.5, 3.25, -11.25, 0.5, 1, -24.5, 0.5, 3.25, -11.25, 0.5, 1, -5.5, 0.5, -3.75, -3.25, 0.5, -24.5, -24.5, 0.5, -24.5, -3.25, 0.5, -4, 3.5, 0.5, -4, 3.5, 0.5, -24.5, -3.25, 0.5, -24.5, 5.5, 0.5, -4, 5.75, 0.5, -3, 24.5, 0.5, -3, 24.5, 0.5, -24.5, 3.5, 0.5, -24.5, 3.5, 0.5, -24.5, 3.5, 0.5, -4, 5.5, 0.5, -4, -5, 0.5, -1.75, -5.25, 0.5, 1, -5, 0.75, 2, 5.25, 0.5, -1.75, -5, 0.75, 2, -7.25, 1.5, 2, -7.25, 1.5, 6, -5, 0.75, 6.25, 24.5, 0.5, -3, 5.75, 0.5, -3, 5.25, 0.5, -1.75, -5.25, 0.5, 7.25, -6.75, 0.5, 7.25, -6.5, 0.5, 24.5, 5.25, 0.5, -1.75, -5, 0.75, 2, -5, 0.75, 6.25, 5.25, 0.5, -1.75, -5, 0.75, 6.25, -5.25, 0.5, 7.25, -6.5, 0.5, 24.5, 24.5, 0.5, 24.5, 24.5, 0.5, -3, -7.25, 1.5, 6, -7.25, 1.5, 2, -14, 3.75, 2, -14, 3.75, 6, -11.5, 0.5, 7, -11.5, 0.5, 3.25, -24.5, 0.5, 3.25, -10, 0.5, 24.5, -9.75, 0.5, 7.25, -11.5, 0.5, 7, -11.5, 0.5, 7, -24.5, 0.5, 3.25, -24.5, 0.5, 24.5, -10, 0.5, 24.5, -10, 0.5, 24.5, -6.5, 0.5, 24.5, -6.75, 0.5, 7.25, -9.75, 0.5, 7.25)
|
||||
polygons = [PackedInt32Array(1, 0, 2), PackedInt32Array(2, 0, 3), PackedInt32Array(6, 5, 4), PackedInt32Array(7, 9, 8), PackedInt32Array(12, 11, 10), PackedInt32Array(14, 13, 15), PackedInt32Array(15, 13, 16), PackedInt32Array(16, 13, 17), PackedInt32Array(21, 20, 18), PackedInt32Array(18, 20, 19), PackedInt32Array(23, 22, 24), PackedInt32Array(24, 22, 25), PackedInt32Array(25, 22, 26), PackedInt32Array(29, 28, 27), PackedInt32Array(31, 30, 32), PackedInt32Array(32, 30, 33), PackedInt32Array(35, 34, 36), PackedInt32Array(36, 34, 37), PackedInt32Array(40, 39, 38), PackedInt32Array(43, 42, 41), PackedInt32Array(46, 45, 44), PackedInt32Array(48, 47, 49), PackedInt32Array(49, 47, 50), PackedInt32Array(50, 47, 52), PackedInt32Array(50, 52, 51), PackedInt32Array(56, 55, 53), PackedInt32Array(53, 55, 54), PackedInt32Array(59, 58, 57), PackedInt32Array(62, 61, 60), PackedInt32Array(66, 65, 63), PackedInt32Array(63, 65, 64), PackedInt32Array(70, 69, 67), PackedInt32Array(67, 69, 68)]
|
||||
agent_radius = 0.4
|
||||
agent_max_slope = 60.0
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
|
||||
albedo_texture = ExtResource("2_fkwcn")
|
||||
uv1_triplanar = true
|
||||
@@ -52,38 +59,97 @@ data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.
|
||||
|
||||
[node name="World" type="World"]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
[node name="Map" type="Node3D" parent="."]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="Map"]
|
||||
environment = SubResource("Environment_ctwiv")
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
|
||||
transform = Transform3D(-0.866026, -0.433013, 0.249999, 0.5, -0.75, 0.433012, -1.3411e-07, 0.499999, 0.866026, 0, 0, 0)
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Map"]
|
||||
transform = Transform3D(-0.866026, -0.433013, 0.249999, 0.5, -0.750001, 0.433012, -1.3411e-07, 0.499999, 0.866026, 0, 0, 0)
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="Floor" type="MeshInstance3D" parent="."]
|
||||
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="Map"]
|
||||
navigation_mesh = SubResource("NavigationMesh_2pdqo")
|
||||
|
||||
[node name="Floor" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
|
||||
mesh = SubResource("PlaneMesh_mmup0")
|
||||
skeleton = NodePath("../../..")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Floor"]
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Floor"]
|
||||
collision_layer = 3
|
||||
collision_mask = 3
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor/StaticBody3D"]
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Floor/StaticBody3D"]
|
||||
shape = SubResource("ConcavePolygonShape3D_26ptr")
|
||||
|
||||
[node name="Wall" type="MeshInstance3D" parent="."]
|
||||
[node name="Wall" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -3)
|
||||
mesh = SubResource("BoxMesh_plpqy")
|
||||
skeleton = NodePath("../../..")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Wall"]
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Wall"]
|
||||
collision_layer = 3
|
||||
collision_mask = 3
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Wall/StaticBody3D"]
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Wall/StaticBody3D"]
|
||||
shape = SubResource("ConcavePolygonShape3D_v7prx")
|
||||
|
||||
[node name="Slope" type="MeshInstance3D" parent="."]
|
||||
[node name="Slope" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 1, 4)
|
||||
mesh = SubResource("PrismMesh_0l7qq")
|
||||
skeleton = NodePath("../../..")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Slope"]
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Slope"]
|
||||
collision_layer = 3
|
||||
collision_mask = 3
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"]
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"]
|
||||
shape = SubResource("ConcavePolygonShape3D_rit6o")
|
||||
|
||||
[node name="Players" type="Node" parent="."]
|
||||
[node name="Spawns" type="Node3D" parent="Map"]
|
||||
|
||||
[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="UI" type="Control" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 40.0
|
||||
|
||||
[node name="HitRect" type="ColorRect" parent="UI"]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_left = -177.0
|
||||
offset_top = -96.0
|
||||
offset_right = 1365.0
|
||||
offset_bottom = 780.0
|
||||
color = Color(1, 0, 0, 0.34902)
|
||||
|
||||
[node name="ZombieSpawnTimer" type="Timer" parent="."]
|
||||
wait_time = 5.0
|
||||
autostart = true
|
||||
|
||||
@@ -1,41 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://bqfqg7xwwlxd8"]
|
||||
|
||||
[node name="MainMenu" type="MainMenu"]
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 4
|
||||
size_flags_vertical = 4
|
||||
|
||||
[node name="Container" type="VBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -228.512
|
||||
offset_top = -89.5
|
||||
offset_right = 228.512
|
||||
offset_bottom = 89.5
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="JoinButton" type="Button" parent="Container"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "Join Game"
|
||||
|
||||
[node name="CreateButton" type="Button" parent="Container"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "Create Game"
|
||||
|
||||
[node name="QuitButton" type="Button" parent="Container"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "Quit"
|
||||
@@ -1,5 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://clafls1xhludi"]
|
||||
|
||||
[node name="Lobby" type="Lobby"]
|
||||
|
||||
[node name="NetworkInterface" type="NetworkInterface" parent="."]
|
||||
@@ -1,3 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://us5sb4a0kq8d"]
|
||||
|
||||
[node name="Server" type="Server"]
|
||||
54
godot/Scenes/Weapons/bullet.tscn
Normal file
@@ -0,0 +1,54 @@
|
||||
[gd_scene load_steps=6 format=3 uid="uid://do601jl7p1u22"]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
|
||||
size = Vector3(0.05, 0.05, 1)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
|
||||
albedo_color = Color(1, 0.764706, 0.294118, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.568627, 1, 0.313726, 1)
|
||||
emission_energy_multiplier = 5.0
|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_618v8"]
|
||||
direction = Vector3(0, 0, 1)
|
||||
initial_velocity_min = 3.0
|
||||
initial_velocity_max = 5.0
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gn2fy"]
|
||||
albedo_color = Color(1, 1, 0.443137, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.568627, 1, 0.313726, 1)
|
||||
emission_energy_multiplier = 8.0
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_5un5e"]
|
||||
material = SubResource("StandardMaterial3D_gn2fy")
|
||||
size = Vector3(0.04, 0.04, 0.04)
|
||||
|
||||
[node name="Bullet" type="Bullet"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -56304.6)
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.6)
|
||||
mesh = SubResource("BoxMesh_ibwn0")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="."]
|
||||
target_position = Vector3(0, 0, -0.6)
|
||||
collision_mask = 2
|
||||
collide_with_areas = true
|
||||
|
||||
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
|
||||
emitting = false
|
||||
one_shot = true
|
||||
explosiveness = 1.0
|
||||
visibility_aabb = AABB(-1.00001, -6.06334, -1.00001, 2.00002, 7.06267, 41.4102)
|
||||
process_material = SubResource("ParticleProcessMaterial_618v8")
|
||||
draw_pass_1 = SubResource("BoxMesh_5un5e")
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 10.0
|
||||
one_shot = true
|
||||
autostart = true
|
||||
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
||||
36
godot/Scenes/Weapons/steampunk_rifle.tscn
Normal file
@@ -0,0 +1,36 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://ciex3x7rhv1bx"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bkskefixbe2cw" path="res://Assets/Models/Weapons/Steampunk Rifle.glb" id="1_0bnv5"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_20uwx"]
|
||||
resource_name = "Shoot"
|
||||
length = 0.1
|
||||
step = 0.01
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Node:position")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.01, 0.1),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0), Vector3(0, 0, 0.05), Vector3(0, 0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_113bo"]
|
||||
_data = {
|
||||
"Shoot": SubResource("Animation_20uwx")
|
||||
}
|
||||
|
||||
[node name="Steampunk Rifle" instance=ExtResource("1_0bnv5")]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_113bo")
|
||||
}
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="." index="2"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.6)
|
||||
target_position = Vector3(0, 0, -1)
|
||||
@@ -1,15 +0,0 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://4jt0v2b2l4rt"]
|
||||
|
||||
[ext_resource type="PackedScene" path="res://Scenes/Network/networking.tscn" id="1_06ibn"]
|
||||
[ext_resource type="PackedScene" path="res://Scenes/Menus/mainmenu.tscn" id="2_lavg1"]
|
||||
|
||||
[node name="Main" type="Main"]
|
||||
|
||||
[node name="Lobby" parent="." instance=ExtResource("1_06ibn")]
|
||||
|
||||
[node name="MainMenu" parent="." instance=ExtResource("2_lavg1")]
|
||||
|
||||
[connection signal="local_player_connected" from="Lobby" to="MainMenu" method="on_connected"]
|
||||
[connection signal="change_scene" from="MainMenu" to="." method="change_scene"]
|
||||
[connection signal="create_game" from="MainMenu" to="Lobby" method="create_game"]
|
||||
[connection signal="join_game" from="MainMenu" to="Lobby" method="join_game"]
|
||||
@@ -1,5 +1,5 @@
|
||||
[icons]
|
||||
Blitz3 = "res://icon.png"
|
||||
Blitz3 = "res://icon.svg"
|
||||
|
||||
[configuration]
|
||||
|
||||
|
||||
19
godot/bullet.tscn
Normal file
@@ -0,0 +1,19 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://bt0551kcc5tw4"]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
|
||||
size = Vector3(0.05, 0.05, 1)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
|
||||
albedo_color = Color(1, 0.764706, 0.294118, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.568627, 1, 0.313726, 1)
|
||||
emission_energy_multiplier = 5.0
|
||||
|
||||
[node name="Bullet" type="Bullet"]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("BoxMesh_ibwn0")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="."]
|
||||
target_position = Vector3(0, 0, -0.6)
|
||||
BIN
godot/icon.png
|
Before Width: | Height: | Size: 52 KiB |
1
godot/icon.svg
Normal file
@@ -0,0 +1 @@
|
||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 813 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H447l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c3 34 55 34 58 0v-86c-3-34-55-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
|
||||
|
After Width: | Height: | Size: 950 B |
@@ -11,14 +11,9 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="Blitz3"
|
||||
run/main_scene="res://Scenes/main.tscn"
|
||||
run/main_scene="res://Scenes/Levels/world.tscn"
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[input]
|
||||
|
||||
@@ -54,6 +49,11 @@ jump={
|
||||
}
|
||||
escape={
|
||||
"deadzone": 0.5,
|
||||
"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)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"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":1,"position":Vector2(351, 9),"global_position":Vector2(355, 50),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
72
src/BoneCollisionShape.cpp
Normal file
@@ -0,0 +1,72 @@
|
||||
#include "BoneCollisionShape.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void BoneCollisionShape::_bind_methods() {
|
||||
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);
|
||||
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("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_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_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
|
||||
ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
|
||||
}
|
||||
|
||||
BoneCollisionShape::BoneCollisionShape() {}
|
||||
|
||||
BoneCollisionShape::~BoneCollisionShape() {}
|
||||
|
||||
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) {
|
||||
m_HeadDamage = a_D;
|
||||
}
|
||||
|
||||
int BoneCollisionShape::get_head_damage() const {
|
||||
return m_HeadDamage;
|
||||
}
|
||||
|
||||
void BoneCollisionShape::set_body_damage(int a_D) {
|
||||
m_BodyDamage = a_D;
|
||||
}
|
||||
|
||||
int BoneCollisionShape::get_body_damage() const {
|
||||
return m_BodyDamage;
|
||||
}
|
||||
|
||||
void BoneCollisionShape::headshot_hit() {
|
||||
ERR_PRINT("zombie headshot hit");
|
||||
m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
|
||||
m_HitMarkers->hsvisible(true);
|
||||
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
|
||||
}
|
||||
|
||||
void BoneCollisionShape::bodyshot_hit() {
|
||||
ERR_PRINT("zombie body hit");
|
||||
m_HitMarkers->visible(true);
|
||||
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
34
src/BoneCollisionShape.h
Normal file
@@ -0,0 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
#include "Crosshair.h"
|
||||
#include "HitMarkers.h"
|
||||
#include <godot_cpp/classes/area3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class BoneCollisionShape : public godot::Area3D {
|
||||
|
||||
GDCLASS(BoneCollisionShape, godot::Area3D)
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
BoneCollisionShape();
|
||||
~BoneCollisionShape();
|
||||
|
||||
void _ready();
|
||||
void headshot_hit();
|
||||
void bodyshot_hit();
|
||||
|
||||
private:
|
||||
int m_HeadDamage = 2;
|
||||
int m_BodyDamage = 1;
|
||||
void set_head_damage(int d);
|
||||
int get_head_damage() const;
|
||||
void set_body_damage(int d);
|
||||
int get_body_damage() const;
|
||||
Crosshair* m_Crosshair;
|
||||
HitMarkers* m_HitMarkers;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
73
src/Bullet.cpp
Normal file
@@ -0,0 +1,73 @@
|
||||
#include "Bullet.h"
|
||||
#include "BoneCollisionShape.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr float BULLET_SPEED = 40.0f;
|
||||
|
||||
void Bullet::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Bullet::_on_timer_timeout);
|
||||
}
|
||||
|
||||
Bullet::Bullet() {}
|
||||
|
||||
Bullet::~Bullet() {}
|
||||
|
||||
void Bullet::_ready() {
|
||||
m_Particles = Object::cast_to<GPUParticles3D>(find_child("GPUParticles3D"));
|
||||
DEV_ASSERT(m_Particles);
|
||||
m_Ray = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
|
||||
DEV_ASSERT(m_Ray);
|
||||
m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
|
||||
DEV_ASSERT(m_Mesh);
|
||||
m_Timer = memnew(Timer);
|
||||
add_child(m_Timer);
|
||||
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) {
|
||||
Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
|
||||
set_position(get_transform().xform(movement));
|
||||
|
||||
if (m_Ray->is_colliding()) {
|
||||
m_Mesh->set_visible(false);
|
||||
m_Particles->set_emitting(true);
|
||||
m_Ray->set_enabled(false);
|
||||
Object* collider = m_Ray->get_collider();
|
||||
|
||||
if (!collider)
|
||||
return;
|
||||
|
||||
auto* area_collider = Object::cast_to<BoneCollisionShape>(collider);
|
||||
if (!(area_collider && area_collider->is_in_group("enemy")))
|
||||
return;
|
||||
|
||||
const StringName& area_name = area_collider->get_name();
|
||||
area_collider->call(area_name.match("HeadArea3D") ? "headshot_hit" : "bodyshot_hit");
|
||||
|
||||
m_Timer->set_wait_time(1.0);
|
||||
m_Timer->start();
|
||||
}
|
||||
}
|
||||
|
||||
void Bullet::_on_timer_timeout() {
|
||||
m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
|
||||
m_HitMarkers->visible();
|
||||
m_HitMarkers->hsvisible();
|
||||
queue_free();
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
35
src/Bullet.h
Normal file
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#include "Crosshair.h"
|
||||
#include "HitMarkers.h"
|
||||
#include <godot_cpp/classes/gpu_particles3d.hpp>
|
||||
#include <godot_cpp/classes/mesh_instance3d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include <godot_cpp/classes/ray_cast3d.hpp>
|
||||
#include <godot_cpp/classes/timer.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class Bullet : public godot::Node3D {
|
||||
GDCLASS(Bullet, godot::Node3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Bullet();
|
||||
~Bullet();
|
||||
|
||||
void _ready();
|
||||
void _physics_process(float delta);
|
||||
|
||||
private:
|
||||
godot::GPUParticles3D* m_Particles;
|
||||
godot::RayCast3D* m_Ray;
|
||||
godot::MeshInstance3D* m_Mesh;
|
||||
godot::Timer* m_Timer;
|
||||
Crosshair* m_Crosshair;
|
||||
HitMarkers* m_HitMarkers;
|
||||
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
70
src/Crosshair.cpp
Normal file
@@ -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
@@ -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
|
||||
@@ -1,12 +1,12 @@
|
||||
#include "FirstPersonPlayer.h"
|
||||
|
||||
#include <godot_cpp/classes/camera3d.hpp>
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/classes/input_map.hpp>
|
||||
#include <godot_cpp/classes/resource_loader.hpp>
|
||||
#include <godot_cpp/core/math.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
#include <godot_cpp/variant/signal.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
@@ -21,6 +21,8 @@ static constexpr float GRAVITY = 9.81f;
|
||||
|
||||
static constexpr float SENSITIVITY = 0.003f;
|
||||
|
||||
static constexpr float HIT_STAGGER = 8.0f;
|
||||
|
||||
static constexpr float BOB_FREQ = 2.0f;
|
||||
static constexpr float BOB_AMP = 0.08f;
|
||||
|
||||
@@ -34,10 +36,10 @@ static constexpr float FOV_TRANSITION = 8.0f;
|
||||
static constexpr float MIN_FOV_VELOCITY = 0.5;
|
||||
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 FirstPersonPlayer::_bind_methods() {
|
||||
ADD_SIGNAL(MethodInfo("a_PlayerHit"));
|
||||
}
|
||||
|
||||
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
|
||||
|
||||
@@ -49,9 +51,17 @@ void FirstPersonPlayer::_ready() {
|
||||
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
|
||||
}
|
||||
m_Head = Object::cast_to<Node3D>(find_child("Head"));
|
||||
DEV_ASSERT(m_Head);
|
||||
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
|
||||
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
|
||||
m_Mesh = Object::cast_to<Node3D>(find_child("Mesh"));
|
||||
DEV_ASSERT(m_Camera);
|
||||
m_WeaponAnimation = Object::cast_to<AnimationPlayer>(find_child("AnimationPlayer"));
|
||||
DEV_ASSERT(m_WeaponAnimation);
|
||||
m_GunBarrel = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
|
||||
DEV_ASSERT(m_GunBarrel);
|
||||
m_BulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/bullet.tscn");
|
||||
if (!m_BulletScene.is_valid()) {
|
||||
ERR_PRINT("Failed to load bullet scene.");
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
|
||||
@@ -89,7 +99,15 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
|
||||
UpdateFOV(a_Delta);
|
||||
UpdateBobbing(a_Delta);
|
||||
|
||||
UpdateAnimation(a_Delta);
|
||||
if (Input->is_action_pressed("shoot")) {
|
||||
if (!m_WeaponAnimation->is_playing()) {
|
||||
m_WeaponAnimation->play("Shoot");
|
||||
m_BulletInstance = m_BulletScene->instantiate();
|
||||
m_BulletInstance->set("position", m_GunBarrel->get_global_transform().origin);
|
||||
m_BulletInstance->set("rotation", m_GunBarrel->get_global_transform().basis.get_euler());
|
||||
get_parent()->add_child(m_BulletInstance);
|
||||
}
|
||||
}
|
||||
|
||||
move_and_slide();
|
||||
}
|
||||
@@ -105,11 +123,10 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
|
||||
|
||||
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
|
||||
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
|
||||
m_Mesh->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
|
||||
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
|
||||
|
||||
float rotationX = m_Camera->get_rotation().x;
|
||||
rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
|
||||
CLAMP(rotationX, Math::deg_to_rad(-40.0), Math::deg_to_rad(60.0));
|
||||
m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
|
||||
}
|
||||
|
||||
@@ -136,14 +153,6 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
|
||||
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
|
||||
static_cast<float>(delta * AIR_MOVEMENT))});
|
||||
}
|
||||
|
||||
|
||||
if (!direction.is_zero_approx()) {
|
||||
godot::Vector3 newRotation = m_Mesh->get_rotation();
|
||||
newRotation.y = godot::UtilityFunctions::lerp_angle(
|
||||
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
|
||||
m_Mesh->set_rotation(newRotation);
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
|
||||
@@ -152,25 +161,9 @@ void FirstPersonPlayer::UpdateFOV(float a_Delta) {
|
||||
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdateAnimation(float delta) {
|
||||
if (is_on_floor()) {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
|
||||
|
||||
if (get_velocity().length() > 0.2f) {
|
||||
if (m_Speed == SPRINT_SPEED) {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
|
||||
}
|
||||
void FirstPersonPlayer::hit(Vector3 a_Dir) {
|
||||
emit_signal("a_PlayerHit");
|
||||
this->set_velocity(a_Dir * HIT_STAGGER);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,11 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include "Player.h"
|
||||
#include <godot_cpp/classes/animation_player.hpp>
|
||||
#include <godot_cpp/classes/camera3d.hpp>
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include <godot_cpp/classes/packed_scene.hpp>
|
||||
#include <godot_cpp/classes/ray_cast3d.hpp>
|
||||
#include <godot_cpp/classes/ref.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class FirstPersonPlayer : public Player {
|
||||
class FirstPersonPlayer : public godot::CharacterBody3D {
|
||||
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
@@ -17,11 +23,16 @@ class FirstPersonPlayer : public Player {
|
||||
// Godot overrides
|
||||
void _unhandled_input(const godot::Ref<godot::InputEvent>&);
|
||||
void _physics_process(float delta);
|
||||
void _ready() override;
|
||||
void _ready();
|
||||
void hit(godot::Vector3 dir);
|
||||
|
||||
private:
|
||||
godot::Camera3D* m_Camera;
|
||||
godot::Node3D* m_Head;
|
||||
godot::AnimationPlayer* m_WeaponAnimation;
|
||||
godot::RayCast3D* m_GunBarrel;
|
||||
godot::Node* m_BulletInstance;
|
||||
godot::Ref<godot::PackedScene> m_BulletScene;
|
||||
float m_BobTime;
|
||||
float m_Speed;
|
||||
|
||||
@@ -30,7 +41,6 @@ class FirstPersonPlayer : public Player {
|
||||
void UpdateCamera(const godot::InputEventMouseMotion&);
|
||||
void UpdatePosition(float delta);
|
||||
|
||||
void UpdateAnimation(float delta);
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
37
src/HitMarkers.cpp
Normal file
@@ -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
@@ -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
|
||||
@@ -1,99 +0,0 @@
|
||||
#include "Lobby.h"
|
||||
|
||||
#include <godot_cpp/classes/e_net_multiplayer_peer.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/dictionary.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void Lobby::_bind_methods() {
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("create_game", "port", "dedicated"), &Lobby::CreateGame);
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("join_game", "address", "port"), &Lobby::JoinGame);
|
||||
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
|
||||
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
|
||||
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
||||
ADD_SIGNAL(MethodInfo("local_player_connected"));
|
||||
}
|
||||
|
||||
Lobby::Lobby() {}
|
||||
|
||||
Lobby::~Lobby() {}
|
||||
|
||||
void Lobby::_ready() {
|
||||
get_multiplayer()->connect("peer_connected", callable_mp(this, &Lobby::OnPlayerConnected));
|
||||
get_multiplayer()->connect("peer_disconnected", callable_mp(this, &Lobby::OnPlayerDisconnected));
|
||||
get_multiplayer()->connect("connected_to_server", callable_mp(this, &Lobby::OnConnectOk));
|
||||
get_multiplayer()->connect("connection_failed", callable_mp(this, &Lobby::OnConnectFail));
|
||||
get_multiplayer()->connect("server_disconnected", callable_mp(this, &Lobby::OnServerDisconnected));
|
||||
}
|
||||
|
||||
Error Lobby::JoinGame(const String& a_Address, uint16_t a_Port) {
|
||||
auto* peer = memnew(ENetMultiplayerPeer);
|
||||
Error error = peer->create_client(a_Address, a_Port);
|
||||
if (error)
|
||||
return error;
|
||||
|
||||
get_multiplayer()->set_multiplayer_peer(peer);
|
||||
return Error::OK;
|
||||
}
|
||||
|
||||
Error Lobby::CreateGame(uint16_t a_Port, bool a_Dedicated) {
|
||||
auto* peer = memnew(ENetMultiplayerPeer);
|
||||
Error error = peer->create_server(a_Port);
|
||||
if (error)
|
||||
return error;
|
||||
|
||||
get_multiplayer()->set_multiplayer_peer(peer);
|
||||
|
||||
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
|
||||
add_child(serverScene->instantiate());
|
||||
|
||||
if (!a_Dedicated) {
|
||||
emit_signal("local_player_connected");
|
||||
emit_signal("player_connected", get_multiplayer()->get_unique_id());
|
||||
}
|
||||
|
||||
return Error::OK;
|
||||
}
|
||||
|
||||
void Lobby::Shutdown() {
|
||||
get_multiplayer()->set_multiplayer_peer(nullptr);
|
||||
if (auto* server = find_child("Server")) {
|
||||
remove_child(server);
|
||||
}
|
||||
}
|
||||
|
||||
void Lobby::OnPlayerConnected(int64_t a_PeerId) {
|
||||
if (get_multiplayer()->is_server()) {
|
||||
emit_signal("player_connected", a_PeerId);
|
||||
}
|
||||
}
|
||||
|
||||
void Lobby::OnPlayerDisconnected(int64_t a_PeerId) {
|
||||
if (get_multiplayer()->is_server()) {
|
||||
emit_signal("player_disconnected", a_PeerId);
|
||||
}
|
||||
}
|
||||
|
||||
void Lobby::OnConnectOk() {
|
||||
int32_t peerId = get_multiplayer()->get_unique_id();
|
||||
emit_signal("local_player_connected");
|
||||
}
|
||||
|
||||
void Lobby::OnConnectFail() {
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
void Lobby::OnServerDisconnected() {
|
||||
Shutdown();
|
||||
emit_signal("server_disconnected");
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
32
src/Lobby.h
@@ -1,32 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node.hpp>
|
||||
#include "NetworkInterface.h"
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class Lobby : public godot::Node {
|
||||
GDCLASS(Lobby, godot::Node)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Lobby();
|
||||
~Lobby();
|
||||
|
||||
void _ready() override;
|
||||
|
||||
godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
|
||||
godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
|
||||
|
||||
void Shutdown();
|
||||
|
||||
private:
|
||||
void OnPlayerConnected(int64_t a_PeerId);
|
||||
void OnPlayerDisconnected(int64_t a_PeerId);
|
||||
void OnConnectOk();
|
||||
void OnConnectFail();
|
||||
void OnServerDisconnected();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
33
src/Main.cpp
@@ -1,33 +0,0 @@
|
||||
#include "Main.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/packed_scene.hpp>
|
||||
#include <godot_cpp/classes/resource_loader.hpp>
|
||||
#include <godot_cpp/classes/scene_tree.hpp>
|
||||
#include <godot_cpp/classes/window.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
#include "Lobby.h"
|
||||
#include "World.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr char MainScenePath[] = "res://Scenes/Levels/world.tscn";
|
||||
|
||||
void Main::_bind_methods() {
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("change_scene"), &Main::ChangeScene);
|
||||
}
|
||||
|
||||
Main::Main() {}
|
||||
|
||||
Main::~Main() {}
|
||||
|
||||
void Main::ChangeScene() {
|
||||
Ref<PackedScene> sceneData = ResourceLoader::get_singleton()->load(MainScenePath);
|
||||
World* world = Object::cast_to<World>(sceneData->instantiate());
|
||||
add_child(world);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
19
src/Main.h
@@ -1,19 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class Main : public godot::Node {
|
||||
GDCLASS(Main, godot::Node)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Main();
|
||||
~Main();
|
||||
|
||||
void ChangeScene();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,55 +0,0 @@
|
||||
#include "MainMenu.h"
|
||||
|
||||
#include <godot_cpp/classes/resource_loader.hpp>
|
||||
#include <godot_cpp/classes/scene_tree.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void MainMenu::_bind_methods() {
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected);
|
||||
ADD_SIGNAL(MethodInfo("create_game", PropertyInfo(Variant::INT, "port"), PropertyInfo(Variant::BOOL, "dedicated")));
|
||||
ADD_SIGNAL(MethodInfo("join_game", PropertyInfo(Variant::STRING, "address"), PropertyInfo(Variant::INT, "port")));
|
||||
ADD_SIGNAL(MethodInfo("change_scene"));
|
||||
}
|
||||
|
||||
MainMenu::MainMenu() {}
|
||||
|
||||
MainMenu::~MainMenu() {}
|
||||
|
||||
void MainMenu::_ready() {
|
||||
Node* container = find_child("Container");
|
||||
DEV_ASSERT(container);
|
||||
|
||||
m_JoinButton = Object::cast_to<Button>(container->find_child("JoinButton"));
|
||||
m_CreateButton = Object::cast_to<Button>(container->find_child("CreateButton"));
|
||||
m_QuitButton = Object::cast_to<Button>(container->find_child("QuitButton"));
|
||||
|
||||
DEV_ASSERT(m_JoinButton);
|
||||
DEV_ASSERT(m_CreateButton);
|
||||
DEV_ASSERT(m_QuitButton);
|
||||
|
||||
m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
|
||||
m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
|
||||
m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
|
||||
}
|
||||
|
||||
void MainMenu::OnConnected() {
|
||||
emit_signal("change_scene");
|
||||
set_visible(false);
|
||||
}
|
||||
|
||||
void MainMenu::OnJoinPressed() {
|
||||
emit_signal("join_game", "localhost", 25565);
|
||||
}
|
||||
|
||||
void MainMenu::OnCreatePressed() {
|
||||
emit_signal("create_game", 25565, false);
|
||||
}
|
||||
|
||||
void MainMenu::OnQuitPressed() {
|
||||
get_tree()->quit();
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,32 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/button.hpp>
|
||||
#include <godot_cpp/classes/control.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class MainMenu : public godot::Control {
|
||||
GDCLASS(MainMenu, godot::Control)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
MainMenu();
|
||||
~MainMenu();
|
||||
|
||||
// Godot overrides
|
||||
void _ready() override;
|
||||
|
||||
private:
|
||||
godot::Button* m_JoinButton;
|
||||
godot::Button* m_CreateButton;
|
||||
godot::Button* m_QuitButton;
|
||||
|
||||
void OnConnected();
|
||||
|
||||
void OnJoinPressed();
|
||||
void OnCreatePressed();
|
||||
void OnQuitPressed();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,57 +0,0 @@
|
||||
#include "NetworkInterface.h"
|
||||
|
||||
#include <godot_cpp/classes/multiplayer_api.hpp>
|
||||
#include <godot_cpp/classes/multiplayer_peer.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void NetworkInterface::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("AddPlayer", "a_PlayerId", "a_PlayerName"), &NetworkInterface::AddPlayer);
|
||||
ClassDB::bind_method(D_METHOD("RemovePlayer", "a_PlayerId"), &NetworkInterface::RemovePlayer);
|
||||
ClassDB::bind_method(D_METHOD("SetPlayerPositionAndRotation", "a_PlayerId", "a_Position", "a_Rotation"),
|
||||
&NetworkInterface::SetPlayerPositionAndRotation);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("AddPlayer", PropertyInfo(Variant::INT, "a_PlayerId"), PropertyInfo(Variant::STRING, "a_PlayerName")));
|
||||
ADD_SIGNAL(MethodInfo("RemovePlayer", PropertyInfo(Variant::INT, "a_PlayerId")));
|
||||
ADD_SIGNAL(MethodInfo("SetPlayerPositionAndRotation", PropertyInfo(Variant::INT, "a_PlayerId"),
|
||||
PropertyInfo(Variant::VECTOR3, "a_Position"), PropertyInfo(Variant::VECTOR3, "a_Rotation")));
|
||||
}
|
||||
|
||||
NetworkInterface::NetworkInterface() {}
|
||||
|
||||
NetworkInterface::~NetworkInterface() {}
|
||||
|
||||
void NetworkInterface::AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName) {
|
||||
emit_signal("AddPlayer", a_PlayerId, a_PlayerName);
|
||||
}
|
||||
|
||||
void NetworkInterface::RemovePlayer(int64_t a_PlayerId) {
|
||||
emit_signal("RemovePlayer", a_PlayerId);
|
||||
}
|
||||
|
||||
void NetworkInterface::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
|
||||
emit_signal("SetPlayerPositionAndRotation", a_PlayerId, a_Position, a_Rotation);
|
||||
}
|
||||
|
||||
void NetworkInterface::_ready() {
|
||||
Dictionary config;
|
||||
config["rpc_mode"] = MultiplayerAPI::RPC_MODE_AUTHORITY;
|
||||
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
|
||||
config["call_local"] = true;
|
||||
config["channel"] = 0;
|
||||
rpc_config("AddPlayer", config);
|
||||
rpc_config("RemovePlayer", config);
|
||||
|
||||
Dictionary config2;
|
||||
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
|
||||
config["channel"] = 0;
|
||||
config2["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
|
||||
config2["call_local"] = false;
|
||||
rpc_config("SetPlayerPositionAndRotation", config2);
|
||||
}
|
||||
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class NetworkInterface : public godot::Node {
|
||||
GDCLASS(NetworkInterface, godot::Node)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
NetworkInterface();
|
||||
~NetworkInterface();
|
||||
|
||||
void AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName);
|
||||
void RemovePlayer(int64_t a_PlayerId);
|
||||
void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
|
||||
|
||||
void _ready() override;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -16,19 +16,18 @@ static const float AnimationBlend = 7.0;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void Player::_bind_methods() {}
|
||||
|
||||
Player::Player() {}
|
||||
|
||||
Player::~Player() {}
|
||||
|
||||
void Player::_ready() {
|
||||
godot::InputMap::get_singleton()->load_from_project_settings();
|
||||
m_Mesh = Object::cast_to<godot::Node3D>(find_child("Mesh"));
|
||||
m_AnimationTree = Object::cast_to<godot::AnimationTree>(find_child("AnimationTree"));
|
||||
DEV_ASSERT(m_Mesh);
|
||||
m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
|
||||
m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
|
||||
m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
|
||||
DEV_ASSERT(m_PlayerMesh);
|
||||
DEV_ASSERT(m_SpringArmPivot);
|
||||
DEV_ASSERT(m_AnimationTree);
|
||||
|
||||
apply_floor_snap();
|
||||
@@ -39,6 +38,50 @@ void Player::_physics_process(float delta) {
|
||||
if (godot::Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
|
||||
|
||||
auto* Input = godot::Input::get_singleton();
|
||||
godot::Vector3 move_direction{0, 0, 0};
|
||||
move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
|
||||
move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
|
||||
move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
|
||||
|
||||
godot::Vector3 newVelocity = get_velocity();
|
||||
newVelocity.y -= Gravity * delta;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
|
||||
|
||||
if (Input->is_action_pressed("run"))
|
||||
m_Speed = RunSpeed;
|
||||
else
|
||||
m_Speed = WalkSpeed;
|
||||
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.x = move_direction.x * m_Speed;
|
||||
newVelocity.z = move_direction.z * m_Speed;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
if (move_direction != godot::Vector3{0, 0, 0}) {
|
||||
godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
|
||||
newRotation.y = godot::UtilityFunctions::lerp_angle(
|
||||
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
|
||||
m_PlayerMesh->set_rotation(newRotation);
|
||||
}
|
||||
|
||||
bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
|
||||
bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
|
||||
|
||||
if (isJumping) {
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.y = JumpStrength;
|
||||
set_velocity(newVelocity);
|
||||
m_SnapVector.zero();
|
||||
} else if (justLanded) {
|
||||
m_SnapVector = {0, -1, 0};
|
||||
}
|
||||
|
||||
apply_floor_snap();
|
||||
move_and_slide();
|
||||
animate(delta);
|
||||
}
|
||||
|
||||
@@ -65,13 +108,4 @@ void Player::animate(float delta) {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 Player::GetCameraRotation() const {
|
||||
return m_Mesh->get_rotation();
|
||||
}
|
||||
|
||||
void Player::SetCameraRotation(const Vector3& a_Rotation) {
|
||||
m_Mesh->set_rotation(a_Rotation);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
|
||||
22
src/Player.h
@@ -5,9 +5,6 @@
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class World;
|
||||
|
||||
class Player : public godot::CharacterBody3D {
|
||||
|
||||
GDCLASS(Player, godot::CharacterBody3D);
|
||||
@@ -23,21 +20,18 @@ class Player : public godot::CharacterBody3D {
|
||||
void _physics_process(float delta);
|
||||
void animate(float delta);
|
||||
|
||||
godot::Vector3 GetCameraRotation() const;
|
||||
void SetCameraRotation(const godot::Vector3& a_Rotation);
|
||||
|
||||
uint64_t GetId() const {
|
||||
return m_PeerId;
|
||||
}
|
||||
|
||||
protected:
|
||||
godot::Node3D* m_Mesh;
|
||||
private:
|
||||
godot::Node3D* m_PlayerMesh;
|
||||
godot::Node3D* m_SpringArmPivot;
|
||||
godot::AnimationTree* m_AnimationTree;
|
||||
|
||||
godot::Vector3 m_SnapVector;
|
||||
float m_Speed;
|
||||
uint64_t m_PeerId;
|
||||
/*
|
||||
@onready var player_mesh : Node3D = $Mesh
|
||||
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
|
||||
@onready var animator : AnimationTree = $AnimationTree
|
||||
|
||||
friend class World;
|
||||
*/
|
||||
};
|
||||
} // namespace blitz
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/variant/string.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
struct PlayerInfo {
|
||||
godot::String m_Name;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,44 +0,0 @@
|
||||
#include "Server.h"
|
||||
|
||||
#include "Lobby.h"
|
||||
#include "NetworkInterface.h"
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void Server::_bind_methods() {}
|
||||
|
||||
Server::Server() {}
|
||||
|
||||
Server::~Server() {}
|
||||
|
||||
void Server::_ready() {
|
||||
if (Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
|
||||
|
||||
m_Lobby = Object::cast_to<Lobby>(get_parent());
|
||||
DEV_ASSERT(m_Lobby);
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(m_Lobby->find_child("NetworkInterface"));
|
||||
DEV_ASSERT(m_NetworkInterface);
|
||||
|
||||
m_Lobby->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
|
||||
m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
|
||||
}
|
||||
|
||||
void Server::OnPlayerConnect(uint64_t a_PeerId) {
|
||||
for (int i = 0; i < m_Peers.size(); i++) {
|
||||
m_NetworkInterface->rpc_id(a_PeerId, "AddPlayer", m_Peers[i], "Aucuneidee");
|
||||
}
|
||||
m_Peers.push_back(a_PeerId);
|
||||
m_NetworkInterface->rpc("AddPlayer", a_PeerId, "Aucuneidee");
|
||||
}
|
||||
|
||||
void Server::OnPlayerDisconnect(uint64_t a_PeerId) {
|
||||
m_Peers.erase(a_PeerId);
|
||||
m_NetworkInterface->rpc("RemovePlayer", a_PeerId);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
31
src/Server.h
@@ -1,31 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node.hpp>
|
||||
|
||||
namespace blitz {
|
||||
|
||||
class Lobby;
|
||||
class NetworkInterface;
|
||||
|
||||
class Server : public godot::Node {
|
||||
GDCLASS(Server, godot::Node)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Server();
|
||||
~Server();
|
||||
|
||||
void _ready() override;
|
||||
|
||||
void OnPlayerConnect(uint64_t a_PeerId);
|
||||
void OnPlayerDisconnect(uint64_t a_PeerId);
|
||||
|
||||
private:
|
||||
Lobby* m_Lobby;
|
||||
NetworkInterface* m_NetworkInterface;
|
||||
|
||||
godot::TypedArray<uint64_t> m_Peers;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
141
src/World.cpp
@@ -1,112 +1,87 @@
|
||||
#include "World.h"
|
||||
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "NetworkInterface.h"
|
||||
#include "Player.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>
|
||||
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static const char FirstPersonPlayerScenePath[] = "res://Scenes/Characters/first_person_player.tscn";
|
||||
static const char PlayerScenePath[] = "res://Scenes/Characters/player.tscn";
|
||||
|
||||
void World::_bind_methods() {}
|
||||
|
||||
void World::_ready() {
|
||||
if (Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
|
||||
m_Players = find_child("Players");
|
||||
DEV_ASSERT(m_Players);
|
||||
|
||||
auto* lobby = get_parent()->find_child("Lobby");
|
||||
DEV_ASSERT(lobby);
|
||||
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
|
||||
DEV_ASSERT(m_NetworkInterface);
|
||||
|
||||
m_NetworkInterface->connect("AddPlayer", callable_mp(this, &World::AddPlayer));
|
||||
m_NetworkInterface->connect("RemovePlayer", callable_mp(this, &World::RemovePlayer));
|
||||
m_NetworkInterface->connect("SetPlayerPositionAndRotation", callable_mp(this, &World::SetPlayerPositionAndRotation));
|
||||
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() {}
|
||||
|
||||
World::~World() {}
|
||||
|
||||
void World::_process(float delta) {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
#endif
|
||||
if (get_multiplayer()->is_server()) {
|
||||
for (int i = 0; i < m_Players->get_child_count(); i++) {
|
||||
Player* player = Object::cast_to<Player>(m_Players->get_child(i));
|
||||
void World::_ready() {
|
||||
FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(find_child("FirstPersonPlayer"));
|
||||
DEV_ASSERT(player);
|
||||
m_NetworkInterface->rpc(
|
||||
"SetPlayerPositionAndRotation", player->m_PeerId, player->get_position(), player->GetCameraRotation());
|
||||
}
|
||||
} else {
|
||||
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
|
||||
if (player)
|
||||
m_NetworkInterface->rpc("SetPlayerPositionAndRotation", get_multiplayer()->get_unique_id(), player->get_position(),
|
||||
player->GetCameraRotation());
|
||||
}
|
||||
if (player) {
|
||||
player->connect("a_PlayerHit", callable_mp(this, &World::_on_first_person_player_hit));
|
||||
}
|
||||
|
||||
Player* World::GetPlayerById(uint64_t a_PlayerId) {
|
||||
String stringId = UtilityFunctions::var_to_str(a_PlayerId);
|
||||
for (int i = 0; i < m_Players->get_child_count(); i++) {
|
||||
Node* player = m_Players->get_child(i);
|
||||
if (player->get_name() == stringId) {
|
||||
return Object::cast_to<Player>(player);
|
||||
m_RedRect = Object::cast_to<ColorRect>(find_child("HitRect"));
|
||||
DEV_ASSERT(m_RedRect);
|
||||
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() {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
UtilityFunctions::print("Player hit detected in World.");
|
||||
m_RedRect->set_visible(true);
|
||||
m_Timer->set_wait_time(0.2);
|
||||
m_Timer->start();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) {
|
||||
UtilityFunctions::print("New Player with id : ", a_PlayerId);
|
||||
if (a_PlayerId == get_multiplayer()->get_unique_id()) {
|
||||
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
|
||||
FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
|
||||
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
|
||||
player->m_PeerId = a_PlayerId;
|
||||
m_Players->add_child(player);
|
||||
} else {
|
||||
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
|
||||
Player* player = Object::cast_to<Player>(serverScene->instantiate());
|
||||
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
|
||||
player->m_PeerId = a_PlayerId;
|
||||
m_Players->add_child(player);
|
||||
}
|
||||
int32_t id = m_RandomId->randi() % a_ParentNode->get_child_count();
|
||||
return a_ParentNode->get_child(id);
|
||||
}
|
||||
|
||||
void World::RemovePlayer(int32_t a_PlayerId) {
|
||||
UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
|
||||
Player* player = GetPlayerById(a_PlayerId);
|
||||
if (player) {
|
||||
player->queue_free();
|
||||
}
|
||||
}
|
||||
|
||||
void World::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
|
||||
if (a_PlayerId == get_multiplayer()->get_unique_id())
|
||||
void World::_on_zombie_spawn_timer_timeout() {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
|
||||
Player* player = GetPlayerById(a_PlayerId);
|
||||
if (player) {
|
||||
player->set_position(a_Position);
|
||||
player->SetCameraRotation(a_Rotation);
|
||||
}
|
||||
#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
|
||||
42
src/World.h
@@ -1,14 +1,18 @@
|
||||
#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 {
|
||||
|
||||
class Player;
|
||||
class NetworkInterface;
|
||||
|
||||
class World : public godot::Node3D {
|
||||
GDCLASS(World, godot::Node3D)
|
||||
|
||||
GDCLASS(World, godot::Node3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
@@ -16,19 +20,21 @@ class World : public godot::Node3D {
|
||||
World();
|
||||
~World();
|
||||
|
||||
void _process(float delta);
|
||||
|
||||
void _ready() override;
|
||||
|
||||
Player* GetPlayerById(uint64_t a_PlayerId);
|
||||
|
||||
void AddPlayer(int32_t a_PlayerId, godot::String a_PlayerName);
|
||||
void RemovePlayer(int32_t a_PlayerId);
|
||||
void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
|
||||
void _ready();
|
||||
|
||||
private:
|
||||
NetworkInterface* m_NetworkInterface;
|
||||
godot::Node* m_Players;
|
||||
float m_PassedTime;
|
||||
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
|
||||
134
src/Zombie.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
#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;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr float SPEED = 2.0f;
|
||||
static constexpr float ATTACK_RANGE = 2.0f;
|
||||
|
||||
void Zombie::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_m_PlayerPath", "m_PlayerPath"), &Zombie::set_m_PlayerPath);
|
||||
ClassDB::bind_method(D_METHOD("get_m_PlayerPath"), &Zombie::get_m_PlayerPath);
|
||||
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");
|
||||
}
|
||||
|
||||
Zombie::Zombie() {}
|
||||
|
||||
Zombie::~Zombie() {}
|
||||
|
||||
void Zombie::_ready() {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
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"));
|
||||
DEV_ASSERT(m_AnimationTree);
|
||||
m_StateMachine = Object::cast_to<AnimationNodeStateMachinePlayback>(m_AnimationTree->get("parameters/playback"));
|
||||
DEV_ASSERT(m_StateMachine);
|
||||
this->set_velocity(Vector3(0, 0, 0));
|
||||
m_HeadCollision = Object::cast_to<BoneCollisionShape>(find_child("HeadArea3D"));
|
||||
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) {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
if (m_StateMachine->get_current_node().match("Run")) {
|
||||
m_NavigationAgent->set_target_position(m_Player->get_global_position());
|
||||
m_Velocity = (m_NavigationAgent->get_next_path_position() - this->get_global_position()).normalized() * SPEED;
|
||||
this->set_velocity(m_Velocity);
|
||||
look_at(Vector3(this->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
|
||||
this->get_global_position().z + this->get_velocity().z));
|
||||
|
||||
} else if (m_StateMachine->get_current_node().match("Attack")) {
|
||||
this->set_velocity(Vector3(0, 0, 0));
|
||||
look_at(Vector3(m_Player->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
|
||||
m_Player->get_global_position().z + this->get_velocity().z));
|
||||
}
|
||||
m_AnimationTree->set("parameters/conditions/run", !_target_in_range());
|
||||
m_AnimationTree->set("parameters/conditions/attack", _target_in_range());
|
||||
|
||||
move_and_slide();
|
||||
}
|
||||
|
||||
bool Zombie::_target_in_range() {
|
||||
return this->get_global_position().distance_to(m_Player->get_global_position()) < ATTACK_RANGE;
|
||||
}
|
||||
|
||||
void Zombie::set_m_PlayerPath(const NodePath& path) {
|
||||
m_PlayerPath = path;
|
||||
}
|
||||
|
||||
NodePath Zombie::get_m_PlayerPath() const {
|
||||
return m_PlayerPath;
|
||||
}
|
||||
|
||||
void Zombie::hit_finished() {
|
||||
if (this->get_global_position().distance_to(m_Player->get_global_position()) < (ATTACK_RANGE + 1.0)) {
|
||||
Vector3 dir = this->get_global_position().direction_to(m_Player->get_global_position());
|
||||
m_Player->hit(dir);
|
||||
}
|
||||
}
|
||||
|
||||
void Zombie::apply_damage(int dam) {
|
||||
m_Health -= dam;
|
||||
if (m_Health <= 0) {
|
||||
m_AnimationTree->set("parameters/conditions/die", true);
|
||||
this->set_velocity(Vector3(0, 0, 0));
|
||||
m_Timer->set_wait_time(4.0);
|
||||
m_Timer->start();
|
||||
}
|
||||
}
|
||||
|
||||
void Zombie::_on_area_3d_a_zombie_head_shot_hit(int dam) {
|
||||
apply_damage(dam);
|
||||
}
|
||||
|
||||
void Zombie::_on_area_3d_a_zombie_body_shot_hit(int dam) {
|
||||
apply_damage(dam);
|
||||
}
|
||||
|
||||
void Zombie::connect_collision_shapes(const std::vector<StringName>& body_parts) {
|
||||
for (const StringName& part : body_parts) {
|
||||
StringName area_name = String(part) + "Area3D";
|
||||
BoneCollisionShape* collision_shape = Object::cast_to<BoneCollisionShape>(find_child(area_name));
|
||||
DEV_ASSERT(collision_shape);
|
||||
collision_shape->connect("a_ZombieBodyShotHit", Callable(this, "_on_area_3d_a_zombie_body_shot_hit"));
|
||||
}
|
||||
}
|
||||
|
||||
void Zombie::_on_timer_timeout() {
|
||||
queue_free();
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
51
src/Zombie.h
Normal file
@@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include "BoneCollisionShape.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include <godot_cpp/classes/animation_node_state_machine_playback.hpp>
|
||||
#include <godot_cpp/classes/animation_tree.hpp>
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#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 {
|
||||
|
||||
class Zombie : public godot::CharacterBody3D {
|
||||
GDCLASS(Zombie, godot::CharacterBody3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Zombie();
|
||||
~Zombie();
|
||||
|
||||
void _ready();
|
||||
void _process(float delta);
|
||||
bool _target_in_range();
|
||||
void _on_area_3d_a_zombie_head_shot_hit(int dam);
|
||||
void _on_area_3d_a_zombie_body_shot_hit(int dam);
|
||||
|
||||
private:
|
||||
godot::NavigationAgent3D* m_NavigationAgent;
|
||||
FirstPersonPlayer* m_Player;
|
||||
godot::NodePath m_PlayerPath;
|
||||
godot::Vector3 m_Velocity;
|
||||
godot::AnimationTree* m_AnimationTree;
|
||||
godot::AnimationNodeStateMachinePlayback* m_StateMachine;
|
||||
BoneCollisionShape* m_HeadCollision;
|
||||
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
|
||||
@@ -1,14 +1,14 @@
|
||||
#include "register_types.h"
|
||||
|
||||
#include "BoneCollisionShape.h"
|
||||
#include "Bullet.h"
|
||||
#include "Crosshair.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "Lobby.h"
|
||||
#include "Main.h"
|
||||
#include "MainMenu.h"
|
||||
#include "NetworkInterface.h"
|
||||
#include "HitMarkers.h"
|
||||
#include "Player.h"
|
||||
#include "Server.h"
|
||||
#include "SpringArmPivot.h"
|
||||
#include "World.h"
|
||||
#include "Zombie.h"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -16,24 +16,20 @@
|
||||
|
||||
using namespace godot;
|
||||
|
||||
static void RegisterClasses() {
|
||||
ClassDB::register_class<blitz::Player>();
|
||||
ClassDB::register_class<blitz::SpringArmPivot>();
|
||||
ClassDB::register_class<blitz::FirstPersonPlayer>();
|
||||
ClassDB::register_class<blitz::MainMenu>();
|
||||
ClassDB::register_class<blitz::Lobby>();
|
||||
ClassDB::register_class<blitz::World>();
|
||||
ClassDB::register_class<blitz::Main>();
|
||||
ClassDB::register_class<blitz::NetworkInterface>();
|
||||
ClassDB::register_class<blitz::Server>();
|
||||
}
|
||||
|
||||
void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
|
||||
RegisterClasses();
|
||||
ClassDB::register_class<blitz::Player>();
|
||||
ClassDB::register_class<blitz::SpringArmPivot>();
|
||||
ClassDB::register_class<blitz::FirstPersonPlayer>();
|
||||
ClassDB::register_class<blitz::Bullet>();
|
||||
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) {
|
||||
|
||||