Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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4fd60e7874 | ||
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1662691b6e | ||
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91d492c2d8 | ||
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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
|
After Width: | Height: | Size: 4.1 MiB |
|
After Width: | Height: | Size: 4.6 MiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_diffuse.png
Normal file
|
After Width: | Height: | Size: 248 KiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_normal.png
Normal file
|
After Width: | Height: | Size: 198 KiB |
|
After Width: | Height: | Size: 178 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_body__diffuse.png
Normal file
|
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
|
After Width: | Height: | Size: 4.6 MiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_diffuse.png
Normal file
|
After Width: | Height: | Size: 248 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_normal.png
Normal file
|
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
@@ -1,4 +1,6 @@
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|||||||
[gd_scene load_steps=3 format=3 uid="uid://d38w4ae3qj0k4"]
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[gd_scene load_steps=4 format=3 uid="uid://d38w4ae3qj0k4"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://ciex3x7rhv1bx" path="res://Scenes/Weapons/steampunk_rifle.tscn" id="1_i6keg"]
|
||||||
|
|
||||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_ky6st"]
|
[sub_resource type="CapsuleMesh" id="CapsuleMesh_ky6st"]
|
||||||
|
|
||||||
@@ -19,3 +21,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0)
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|||||||
|
|
||||||
[node name="Camera" type="Camera3D" parent="Head"]
|
[node name="Camera" type="Camera3D" parent="Head"]
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||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
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||||||
|
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||||||
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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||||||
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transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
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||||||
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|||||||
2775
godot/Scenes/Characters/zombie.tscn
Normal file
@@ -1,9 +1,10 @@
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|||||||
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"]
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[gd_scene load_steps=20 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" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
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||||||
[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"]
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||||||
[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"]
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||||||
[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"]
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||||||
|
[ext_resource type="PackedScene" uid="uid://bcawyy7lmwphr" path="res://Scenes/Characters/zombie.tscn" id="5_4vmh3"]
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||||||
[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
|
[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
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||||||
|
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||||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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||||||
@@ -18,6 +19,12 @@ sky = SubResource("Sky_5ngqa")
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|||||||
tonemap_mode = 2
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tonemap_mode = 2
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||||||
glow_enabled = true
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glow_enabled = true
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||||||
|
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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
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||||||
|
agent_max_slope = 60.0
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||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
|
||||||
albedo_texture = ExtResource("2_fkwcn")
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albedo_texture = ExtResource("2_fkwcn")
|
||||||
uv1_triplanar = true
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uv1_triplanar = true
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||||||
@@ -53,38 +60,50 @@ data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.
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|||||||
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||||||
[node name="World" type="Node3D"]
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[node name="World" type="Node3D"]
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||||||
|
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||||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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[node name="Map" type="Node3D" parent="."]
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||||||
|
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||||||
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[node name="WorldEnvironment" type="WorldEnvironment" parent="Map"]
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||||||
environment = SubResource("Environment_ctwiv")
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environment = SubResource("Environment_ctwiv")
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||||||
|
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||||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Map"]
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||||||
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)
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||||||
shadow_enabled = true
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shadow_enabled = true
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||||||
|
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||||||
[node name="Floor" type="MeshInstance3D" parent="."]
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="Map"]
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||||||
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navigation_mesh = SubResource("NavigationMesh_2pdqo")
|
||||||
|
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||||||
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[node name="Floor" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
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||||||
mesh = SubResource("PlaneMesh_mmup0")
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mesh = SubResource("PlaneMesh_mmup0")
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||||||
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skeleton = NodePath("../../..")
|
||||||
|
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||||||
[node name="StaticBody3D" type="StaticBody3D" parent="Floor"]
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[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")
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shape = SubResource("ConcavePolygonShape3D_26ptr")
|
||||||
|
|
||||||
[node name="Wall" type="MeshInstance3D" parent="."]
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[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")
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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="."]
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[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")]
|
||||||
|
|||||||
51
godot/Scenes/Weapons/bullet.tscn
Normal file
@@ -0,0 +1,51 @@
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|||||||
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[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"]
|
||||||
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, -1.10108)
|
||||||
|
target_position = Vector3(0, 0, -1)
|
||||||
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)
|
||||||
@@ -49,6 +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
@@ -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
@@ -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
|
||||||
@@ -4,6 +4,7 @@
|
|||||||
#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>
|
||||||
|
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
@@ -32,6 +33,7 @@ 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;
|
||||||
|
|
||||||
|
|
||||||
void FirstPersonPlayer::_bind_methods() {}
|
void FirstPersonPlayer::_bind_methods() {}
|
||||||
|
|
||||||
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
|
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
|
||||||
@@ -47,6 +49,14 @@ void FirstPersonPlayer::_ready() {
|
|||||||
DEV_ASSERT(m_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"));
|
||||||
DEV_ASSERT(m_Camera);
|
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) {
|
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
|
||||||
@@ -84,6 +94,16 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
|
|||||||
UpdateFOV(a_Delta);
|
UpdateFOV(a_Delta);
|
||||||
UpdateBobbing(a_Delta);
|
UpdateBobbing(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();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,9 +1,13 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#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 {
|
||||||
|
|
||||||
@@ -24,6 +28,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
|
|||||||
private:
|
private:
|
||||||
godot::Camera3D* m_Camera;
|
godot::Camera3D* m_Camera;
|
||||||
godot::Node3D* m_Head;
|
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_BobTime;
|
||||||
float m_Speed;
|
float m_Speed;
|
||||||
|
|
||||||
|
|||||||
60
src/Zombie.cpp
Normal 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
@@ -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
|
||||||
@@ -1,8 +1,10 @@
|
|||||||
#include "register_types.h"
|
#include "register_types.h"
|
||||||
|
|
||||||
|
#include "Bullet.h"
|
||||||
#include "FirstPersonPlayer.h"
|
#include "FirstPersonPlayer.h"
|
||||||
#include "Player.h"
|
#include "Player.h"
|
||||||
#include "SpringArmPivot.h"
|
#include "SpringArmPivot.h"
|
||||||
|
#include "Zombie.h"
|
||||||
|
|
||||||
#include <gdextension_interface.h>
|
#include <gdextension_interface.h>
|
||||||
#include <godot_cpp/core/defs.hpp>
|
#include <godot_cpp/core/defs.hpp>
|
||||||
@@ -18,6 +20,8 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
|
|||||||
ClassDB::register_class<blitz::Player>();
|
ClassDB::register_class<blitz::Player>();
|
||||||
ClassDB::register_class<blitz::SpringArmPivot>();
|
ClassDB::register_class<blitz::SpringArmPivot>();
|
||||||
ClassDB::register_class<blitz::FirstPersonPlayer>();
|
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) {
|
||||||
|
|||||||