Compare commits

4 Commits

Author SHA1 Message Date
Morph01
4fd60e7874 bug animation ??? 2024-08-16 14:19:29 +02:00
Morph01
1662691b6e Better Implementation of Timer 2024-08-16 10:36:32 +02:00
Morph01
91d492c2d8 Bullets Colliding and Disappearing 2024-08-15 13:28:16 +02:00
Morph01
b92c5169c4 LaserGun without collisions 2024-08-14 18:46:31 +02:00
46 changed files with 3201 additions and 4247 deletions

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@@ -3750,6 +3750,15 @@ skin = SubResource("Skin_l3wpu")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.908729, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.908729, 0)
shape = SubResource("CapsuleShape3D_mm42w") shape = SubResource("CapsuleShape3D_mm42w")
[node name="SpringArmPivot" type="SpringArmPivot" parent="."]
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmPivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.31667, 0)
spring_length = 2.0
margin = 0.2
[node name="Camera3D" type="Camera3D" parent="SpringArmPivot/SpringArm3D"]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."] [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Mesh") root_node = NodePath("../Mesh")
libraries = { libraries = {

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@@ -1,10 +1,11 @@
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"] [gd_scene load_steps=20 format=3 uid="uid://coue2qehpn4fr"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_mnexj"] [ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"] [ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"] [ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"] [ext_resource type="Texture2D" uid="uid://di3uyny341483" path="res://Assets/Textures/Green.png" id="4_wp15n"]
[ext_resource type="PackedScene" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"] [ext_resource type="PackedScene" uid="uid://bcawyy7lmwphr" path="res://Scenes/Characters/zombie.tscn" id="5_4vmh3"]
[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
panorama = ExtResource("1_mnexj") panorama = ExtResource("1_mnexj")
@@ -18,6 +19,12 @@ sky = SubResource("Sky_5ngqa")
tonemap_mode = 2 tonemap_mode = 2
glow_enabled = true glow_enabled = true
[sub_resource type="NavigationMesh" id="NavigationMesh_2pdqo"]
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"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
albedo_texture = ExtResource("2_fkwcn") albedo_texture = ExtResource("2_fkwcn")
uv1_triplanar = true uv1_triplanar = true
@@ -51,40 +58,52 @@ uv1_triplanar = true
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_rit6o"] [sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_rit6o"]
data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, -2.5, 2.5, -2.5, 2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5) data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, -2.5, 2.5, -2.5, 2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5)
[node name="World" type="World"] [node name="World" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="Map" type="Node3D" parent="."]
[node name="WorldEnvironment" type="WorldEnvironment" parent="Map"]
environment = SubResource("Environment_ctwiv") environment = SubResource("Environment_ctwiv")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="Map"]
transform = Transform3D(-0.866026, -0.433013, 0.249999, 0.5, -0.75, 0.433012, -1.3411e-07, 0.499999, 0.866026, 0, 0, 0) 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 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") mesh = SubResource("PlaneMesh_mmup0")
skeleton = NodePath("../../..")
[node name="StaticBody3D" type="StaticBody3D" parent="Floor"] [node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Floor"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Floor/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_26ptr") 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) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -3)
mesh = SubResource("BoxMesh_plpqy") mesh = SubResource("BoxMesh_plpqy")
skeleton = NodePath("../../..")
[node name="StaticBody3D" type="StaticBody3D" parent="Wall"] [node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Wall"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Wall/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Wall/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_v7prx") 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) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 1, 4)
mesh = SubResource("PrismMesh_0l7qq") mesh = SubResource("PrismMesh_0l7qq")
skeleton = NodePath("../../..")
surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv") surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
[node name="StaticBody3D" type="StaticBody3D" parent="Slope"] [node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Slope"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_rit6o") shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="zombie" parent="Map" instance=ExtResource("5_4vmh3")]
m_PlayerPath = NodePath("../../FirstPersonPlayer")
transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 0, 0, 7.38477)
[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")] [node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")]

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@@ -1,45 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bqfqg7xwwlxd8"]
[ext_resource type="PackedScene" path="res://Scenes/Network/networking.tscn" id="1_vrong"]
[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"
[node name="Lobby" parent="." instance=ExtResource("1_vrong")]

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@@ -1,3 +0,0 @@
[gd_scene format=3 uid="uid://clafls1xhludi"]
[node name="Lobby" type="Lobby"]

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@@ -0,0 +1,51 @@
[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, -52730.2)
[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)
[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"]

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@@ -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, -1.10108)
target_position = Vector3(0, 0, -1)

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@@ -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"]

View File

@@ -1,5 +1,5 @@
[icons] [icons]
Blitz3 = "res://icon.png" Blitz3 = "res://icon.svg"
[configuration] [configuration]

19
godot/bullet.tscn Normal file
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@@ -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)

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1
godot/icon.svg Normal file
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@@ -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>

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@@ -11,14 +11,9 @@ config_version=5
[application] [application]
config/name="Blitz3" 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/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.png" config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
[input] [input]
@@ -54,6 +49,11 @@ jump={
} }
escape={ escape={
"deadzone": 0.5, "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)
] ]
} }

45
src/Bullet.cpp Normal file
View File

@@ -0,0 +1,45 @@
#include "Bullet.h"
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(godot::Timer);
add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
}
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_Timer->set_wait_time(1.0);
m_Timer->start();
}
}
void Bullet::_on_timer_timeout() {
queue_free();
}
} // namespace blitz

31
src/Bullet.h Normal file
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@@ -0,0 +1,31 @@
#pragma once
#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;
void _on_timer_timeout();
};
} // namespace blitz

View File

@@ -4,8 +4,8 @@
#include <godot_cpp/classes/input.hpp> #include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/input_map.hpp> #include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/core/math.hpp> #include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot; using namespace godot;
@@ -33,8 +33,6 @@ static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5; static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f; 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() {}
@@ -48,9 +46,17 @@ void FirstPersonPlayer::_ready() {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED); Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
} }
m_Head = Object::cast_to<Node3D>(find_child("Head")); 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_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree")); DEV_ASSERT(m_Camera);
m_Mesh = Object::cast_to<Node3D>(find_child("Mesh")); 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) { void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -88,7 +94,15 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
UpdateFOV(a_Delta); UpdateFOV(a_Delta);
UpdateBobbing(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(); move_and_slide();
} }
@@ -104,11 +118,10 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) { void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY); m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY); m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x; 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}); m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
} }
@@ -135,14 +148,6 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed), Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))}); 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) { void FirstPersonPlayer::UpdateFOV(float a_Delta) {
@@ -151,25 +156,4 @@ void FirstPersonPlayer::UpdateFOV(float a_Delta) {
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION)); 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");
}
}
} // namespace blitz } // namespace blitz

View File

@@ -1,10 +1,13 @@
#pragma once #pragma once
#include <godot_cpp/classes/animation_tree.hpp> #include <godot_cpp/classes/animation_player.hpp>
#include <godot_cpp/classes/camera3d.hpp> #include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp> #include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/node3d.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 { namespace blitz {
@@ -23,10 +26,12 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
void _ready(); void _ready();
private: private:
godot::AnimationTree* m_AnimationTree;
godot::Camera3D* m_Camera; godot::Camera3D* m_Camera;
godot::Node3D* m_Head; godot::Node3D* m_Head;
godot::Node3D* m_Mesh; godot::AnimationPlayer* m_WeaponAnimation;
godot::RayCast3D* m_GunBarrel;
godot::Node* m_BulletInstance;
godot::Ref<godot::PackedScene> m_BulletScene;
float m_BobTime; float m_BobTime;
float m_Speed; float m_Speed;
@@ -34,8 +39,6 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
void UpdateFOV(float delta); void UpdateFOV(float delta);
void UpdateCamera(const godot::InputEventMouseMotion&); void UpdateCamera(const godot::InputEventMouseMotion&);
void UpdatePosition(float delta); void UpdatePosition(float delta);
void UpdateAnimation(float delta);
}; };
} // namespace blitz } // namespace blitz

View File

@@ -1,96 +0,0 @@
#include "Lobby.h"
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
using namespace godot;
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"), PropertyInfo(Variant::STRING, "player_name")));
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);
if (!a_Dedicated) {
emit_signal("local_player_connected");
String playerName = "Imtheadmin";
m_Players.insert({get_multiplayer()->get_unique_id(), {playerName}});
emit_signal("player_connected", get_multiplayer()->get_unique_id(), playerName);
}
return Error::OK;
}
void Lobby::Shutdown() {
get_multiplayer()->set_multiplayer_peer(nullptr);
m_Players.clear();
}
void Lobby::OnPlayerConnected(int32_t a_PeerId) {
emit_signal("player_connected", a_PeerId, "anonymous");
if (get_multiplayer()->is_server()) {
// TODO: broadcast player join
}
}
void Lobby::OnPlayerDisconnected(int32_t a_PeerId) {
m_Players.erase(a_PeerId);
emit_signal("player_disconnected", a_PeerId);
if (get_multiplayer()->is_server()) {
// TODO: broadcast player leave
}
}
void Lobby::OnConnectOk() {
int32_t peerId = get_multiplayer()->get_unique_id();
PlayerInfo localPlayer{"MonPseudo"};
m_Players.insert({peerId, localPlayer});
emit_signal("player_connected", peerId, localPlayer.m_Name);
emit_signal("local_player_connected");
}
void Lobby::OnConnectFail() {
Shutdown();
}
void Lobby::OnServerDisconnected() {
Shutdown();
emit_signal("server_disconnected");
}
} // namespace blitz

View File

@@ -1,35 +0,0 @@
#pragma once
#include "PlayerInfo.h"
#include <godot_cpp/classes/node.hpp>
#include <map>
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:
std::map<int32_t, PlayerInfo> m_Players;
void OnPlayerConnected(int32_t a_PeerId);
void OnPlayerDisconnected(int32_t a_PeerId);
void OnConnectOk();
void OnConnectFail();
void OnServerDisconnected();
};
} // namespace blitz

View File

@@ -1,40 +0,0 @@
#include "Main.h"
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/engine.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());
get_parent()->add_child(world);
Lobby* lobby = Object::cast_to<Lobby>(find_child("Lobby"));
DEV_ASSERT(lobby);
// connect signals
lobby->connect("player_connected", callable_mp(world, &World::AddPlayer));
lobby->connect("player_disconnected", callable_mp(world, &World::RemovePlayer));
}
} // namespace blitz

View File

@@ -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

View File

@@ -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");
queue_free();
}
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

View File

@@ -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

View File

@@ -23,9 +23,11 @@ Player::~Player() {}
void Player::_ready() { void Player::_ready() {
godot::InputMap::get_singleton()->load_from_project_settings(); godot::InputMap::get_singleton()->load_from_project_settings();
m_PlayerMesh = Object::cast_to<godot::Node3D>(find_child("Mesh")); m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
m_AnimationTree = Object::cast_to<godot::AnimationTree>(find_child("AnimationTree")); 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_PlayerMesh);
DEV_ASSERT(m_SpringArmPivot);
DEV_ASSERT(m_AnimationTree); DEV_ASSERT(m_AnimationTree);
apply_floor_snap(); apply_floor_snap();
@@ -37,6 +39,47 @@ void Player::_physics_process(float delta) {
return; 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(); apply_floor_snap();
move_and_slide(); move_and_slide();
animate(delta); animate(delta);

View File

@@ -22,9 +22,16 @@ class Player : public godot::CharacterBody3D {
private: private:
godot::Node3D* m_PlayerMesh; godot::Node3D* m_PlayerMesh;
godot::Node3D* m_SpringArmPivot;
godot::AnimationTree* m_AnimationTree; godot::AnimationTree* m_AnimationTree;
godot::Vector3 m_SnapVector; godot::Vector3 m_SnapVector;
float m_Speed; float m_Speed;
/*
@onready var player_mesh : Node3D = $Mesh
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
@onready var animator : AnimationTree = $AnimationTree
*/
}; };
} // namespace blitz } // namespace blitz

View File

@@ -1,11 +0,0 @@
#pragma once
#include <godot_cpp/variant/string.hpp>
namespace blitz {
struct PlayerInfo {
godot::String m_Name;
};
} // namespace blitz

View File

@@ -1,28 +0,0 @@
#include "World.h"
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
void World::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_player", "id", "name"), &World::AddPlayer);
ClassDB::bind_method(D_METHOD("remove_player", "id"), &World::RemovePlayer);
}
World::World() {}
World::~World() {}
void World::_process(float delta) {
// do update here
}
void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) {
UtilityFunctions::print_rich("New player joined ! Id : ", a_PlayerId, ", Name : ", a_PlayerName);
}
void World::RemovePlayer(int32_t a_PlayerId) {}
} // namespace blitz

View File

@@ -1,20 +0,0 @@
#pragma once
#include <godot_cpp/classes/node3d.hpp>
namespace blitz {
class World : public godot::Node3D {
GDCLASS(World, godot::Node3D)
protected:
static void _bind_methods();
public:
World();
~World();
void _process(float delta);
void AddPlayer(int32_t a_PlayerId, godot::String a_PlayerName);
void RemovePlayer(int32_t a_PlayerId);
};
} // namespace blitz

60
src/Zombie.cpp Normal file
View File

@@ -0,0 +1,60 @@
#include "Zombie.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
static constexpr float SPEED = 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);
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
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->find_child("FirstPersonPlayer"));
DEV_ASSERT(m_Player);
m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D"));
DEV_ASSERT(m_NavigationAgent);
m_Velocity = Vector3(0, 0, 0);
}
void Zombie::_process(float a_Delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
this->set_velocity(m_Velocity);
m_NavigationAgent->set_target_position(m_Player->get_global_position());
Vector3 next_nav_point = m_NavigationAgent->get_next_path_position();
m_Velocity = (next_nav_point - get_global_position()).normalized() * SPEED;
this->set_velocity(m_Velocity);
look_at(Vector3(m_Player->get_global_position().x, get_global_position().y, m_Player->get_global_position().z), Vector3(0, 1, 0));
move_and_slide();
}
void Zombie::set_m_PlayerPath(const NodePath& path) {
m_PlayerPath = path;
}
NodePath Zombie::get_m_PlayerPath() const {
return m_PlayerPath;
}
} // namespace blitz

33
src/Zombie.h Normal file
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@@ -0,0 +1,33 @@
#pragma once
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/navigation_agent3d.hpp>
#include <godot_cpp/variant/node_path.hpp>
#include "FirstPersonPlayer.h"
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);
private:
godot::NavigationAgent3D* m_NavigationAgent;
FirstPersonPlayer* m_Player;
godot::NodePath m_PlayerPath;
godot::Vector3 m_Velocity;
void set_m_PlayerPath(const godot::NodePath& path);
godot::NodePath get_m_PlayerPath() const;
};
} // namespace blitz

View File

@@ -1,12 +1,10 @@
#include "register_types.h" #include "register_types.h"
#include "Bullet.h"
#include "FirstPersonPlayer.h" #include "FirstPersonPlayer.h"
#include "Lobby.h"
#include "Main.h"
#include "MainMenu.h"
#include "Player.h" #include "Player.h"
#include "SpringArmPivot.h" #include "SpringArmPivot.h"
#include "World.h" #include "Zombie.h"
#include <gdextension_interface.h> #include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp> #include <godot_cpp/core/defs.hpp>
@@ -14,22 +12,16 @@
using namespace godot; 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>();
}
void initialize_example_module(ModuleInitializationLevel p_level) { void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return; 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>();
} }
void uninitialize_example_module(ModuleInitializationLevel p_level) { void uninitialize_example_module(ModuleInitializationLevel p_level) {