generated from Persson-dev/Godot-Xmake
Compare commits
3 Commits
68d3cec08a
...
weapon
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
32f8f2fcde | ||
|
|
67f7335dba | ||
|
|
791cea356d |
@@ -49,17 +49,75 @@ grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
|
||||
points = PackedVector2Array(0, -5, 0, -15)
|
||||
points = PackedVector2Array(20, 15, 20, 5)
|
||||
width = 2.0
|
||||
|
||||
[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
|
||||
points = PackedVector2Array(5, 0, 15, 0)
|
||||
points = PackedVector2Array(25, 20, 35, 20)
|
||||
width = 2.0
|
||||
|
||||
[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
|
||||
points = PackedVector2Array(0, 5, 0, 15)
|
||||
points = PackedVector2Array(20, 25, 20, 35)
|
||||
width = 2.0
|
||||
|
||||
[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
|
||||
points = PackedVector2Array(-5, 0, -15, 0)
|
||||
points = PackedVector2Array(15, 20, 5, 20)
|
||||
width = 2.0
|
||||
|
||||
[node name="HitMarkers" type="HitMarkers" parent="UserInterface"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -20.0
|
||||
offset_top = -20.0
|
||||
offset_right = 20.0
|
||||
offset_bottom = 20.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="TopRight" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(22.5, 17.5, 35, 5)
|
||||
width = 2.0
|
||||
|
||||
[node name="BottomRight" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(22.5, 22.5, 35, 35)
|
||||
width = 2.0
|
||||
|
||||
[node name="BottomLeft" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(17.5, 22.5, 5, 35)
|
||||
width = 2.0
|
||||
|
||||
[node name="TopLeft" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(17.5, 17.5, 5, 5)
|
||||
width = 2.0
|
||||
|
||||
[node name="TopRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(22.5, 17.5, 35, 5)
|
||||
width = 2.0
|
||||
default_color = Color(1, 0, 0, 1)
|
||||
|
||||
[node name="BottomRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(22.5, 22.5, 35, 35)
|
||||
width = 2.0
|
||||
default_color = Color(1, 0, 0, 1)
|
||||
|
||||
[node name="BottomLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(17.5, 22.5, 5, 35)
|
||||
width = 2.0
|
||||
default_color = Color(1, 0, 0, 1)
|
||||
|
||||
[node name="TopLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
|
||||
visible = false
|
||||
points = PackedVector2Array(17.5, 17.5, 5, 5)
|
||||
width = 2.0
|
||||
default_color = Color(1, 0, 0, 1)
|
||||
|
||||
@@ -1,23 +1,25 @@
|
||||
#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_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");
|
||||
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);
|
||||
ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
|
||||
ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
|
||||
}
|
||||
|
||||
BoneCollisionShape::BoneCollisionShape() {}
|
||||
@@ -25,36 +27,46 @@ BoneCollisionShape::BoneCollisionShape() {}
|
||||
BoneCollisionShape::~BoneCollisionShape() {}
|
||||
|
||||
void BoneCollisionShape::_ready() {
|
||||
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);
|
||||
#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;
|
||||
m_HeadDamage = a_D;
|
||||
}
|
||||
|
||||
int BoneCollisionShape::get_head_damage() const {
|
||||
return m_HeadDamage;
|
||||
return m_HeadDamage;
|
||||
}
|
||||
|
||||
void BoneCollisionShape::set_body_damage(int a_D) {
|
||||
m_BodyDamage = a_D;
|
||||
m_BodyDamage = a_D;
|
||||
}
|
||||
|
||||
int BoneCollisionShape::get_body_damage() const {
|
||||
return m_BodyDamage;
|
||||
return m_BodyDamage;
|
||||
}
|
||||
|
||||
void BoneCollisionShape::headshot_hit() {
|
||||
ERR_PRINT("zombie headshot hit");
|
||||
m_Crosshair->set_dot_color(Color(1,0,0,1));
|
||||
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
|
||||
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_Crosshair->set_dot_color(Color(0,0,1,1));
|
||||
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
|
||||
ERR_PRINT("zombie body hit");
|
||||
m_HitMarkers->visible(true);
|
||||
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "Crosshair.h"
|
||||
#include "HitMarkers.h"
|
||||
#include <godot_cpp/classes/area3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
@@ -27,6 +28,7 @@ class BoneCollisionShape : public godot::Area3D {
|
||||
void set_body_damage(int d);
|
||||
int get_body_damage() const;
|
||||
Crosshair* m_Crosshair;
|
||||
HitMarkers* m_HitMarkers;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,6 +1,8 @@
|
||||
#include "Bullet.h"
|
||||
#include "BoneCollisionShape.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
@@ -25,8 +27,15 @@ void Bullet::_ready() {
|
||||
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) {
|
||||
@@ -56,6 +65,8 @@ void Bullet::_physics_process(float a_Delta) {
|
||||
|
||||
void Bullet::_on_timer_timeout() {
|
||||
m_Crosshair->set_dot_color(Color(1, 1, 1, 1));
|
||||
m_HitMarkers->visible();
|
||||
m_HitMarkers->hsvisible();
|
||||
queue_free();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#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>
|
||||
@@ -26,6 +27,7 @@ class Bullet : public godot::Node3D {
|
||||
godot::MeshInstance3D* m_Mesh;
|
||||
godot::Timer* m_Timer;
|
||||
Crosshair* m_Crosshair;
|
||||
HitMarkers* m_HitMarkers;
|
||||
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
@@ -15,8 +15,19 @@ Crosshair::Crosshair() :
|
||||
Crosshair::~Crosshair() {}
|
||||
|
||||
void Crosshair::_ready() {
|
||||
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
|
||||
DEV_ASSERT(m_Player);
|
||||
// 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++) {
|
||||
@@ -30,7 +41,7 @@ void Crosshair::_process(float a_Delta) {
|
||||
}
|
||||
|
||||
void Crosshair::_draw() {
|
||||
draw_circle(Vector2(0, 0), m_DotRadius, m_DotColor);
|
||||
draw_circle(Vector2(20, 20), m_DotRadius, m_DotColor);
|
||||
}
|
||||
|
||||
void Crosshair::adjust_crosshair_lines() {
|
||||
|
||||
37
src/HitMarkers.cpp
Normal file
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
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
|
||||
@@ -2,12 +2,13 @@
|
||||
|
||||
#include "BoneCollisionShape.h"
|
||||
#include "Bullet.h"
|
||||
#include "Crosshair.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "HitMarkers.h"
|
||||
#include "Player.h"
|
||||
#include "SpringArmPivot.h"
|
||||
#include "World.h"
|
||||
#include "Zombie.h"
|
||||
#include "Crosshair.h"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -28,6 +29,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
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