14 Commits

Author SHA1 Message Date
Morph01
32f8f2fcde Add Hitmarkers 2024-08-30 18:09:55 +02:00
Morph01
67f7335dba Crosshair really in the center (it was in the top left center of the 40x40 centered rect) 2024-08-30 16:18:16 +02:00
Morph01
791cea356d Fix SubViewport bug when opening the scene FirstPersonPlayer / Zombie (bone collision shape) / Bullet in the editor 2024-08-30 15:49:22 +02:00
Morph01
68d3cec08a simple dynamic crosshair 2024-08-25 18:25:22 +02:00
Morph01
5c6f82c5d7 Random spawn of zombies 2024-08-22 19:40:32 +02:00
Morph01
faf6a9116d Add Dying animation 2024-08-22 17:53:25 +02:00
Morph01
1f52eb2c52 Collision of zombie body parts completed and different damage added depending on the body part hit 2024-08-22 16:15:54 +02:00
Morph01
d88cb9fbff Added zombie spawn animation, red screen and hit stagger when the player is hit. 2024-08-20 16:53:43 +02:00
Morph01
0c667944dd fix attack angle 2024-08-20 16:49:18 +02:00
Morph01
1a14c78ede Zombies with PathFinding Run and Attack ! 2024-08-16 19:17:51 +02:00
Morph01
6160561498 Squashed commit of the following:
commit 4fd60e7874
Author: Morph01 <145839520+Morph01@users.noreply.github.com>
Date:   Fri Aug 16 14:19:29 2024 +0200

    bug animation ???
2024-08-16 14:56:57 +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
37 changed files with 4780 additions and 22 deletions

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@@ -1,4 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://d38w4ae3qj0k4"] [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 +21,103 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0)
[node name="Camera" type="Camera3D" parent="Head"] [node name="Camera" type="Camera3D" parent="Head"]
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)
[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
[node name="UserInterface" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="Crosshair" type="Crosshair" 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="Top" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(20, 15, 20, 5)
width = 2.0
[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(25, 20, 35, 20)
width = 2.0
[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
points = PackedVector2Array(20, 25, 20, 35)
width = 2.0
[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
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)

View File

@@ -3771,6 +3771,6 @@ callback_mode_process = 0
tree_root = SubResource("AnimationNodeBlendTree_dptuf") tree_root = SubResource("AnimationNodeBlendTree_dptuf")
anim_player = NodePath("../AnimationPlayer") anim_player = NodePath("../AnimationPlayer")
parameters/ground_air_transition/current_state = "air" parameters/ground_air_transition/current_state = "air"
parameters/ground_air_transition/transition_request = "" parameters/ground_air_transition/transition_request = "air"
parameters/ground_air_transition/current_index = 1 parameters/ground_air_transition/current_index = 1
parameters/iwr_blend/blend_amount = -1.0 parameters/iwr_blend/blend_amount = -1.0

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@@ -1,9 +1,9 @@
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"] [gd_scene load_steps=19 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" 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"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
@@ -18,6 +18,12 @@ 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 +57,99 @@ 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="Node3D"] [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") 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"]
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") 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"]
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") 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"]
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") shape = SubResource("ConcavePolygonShape3D_rit6o")
[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="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

View 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"]

View 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)

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)

View File

@@ -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)
] ]
} }

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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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

View File

@@ -4,7 +4,9 @@
#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/signal.hpp>
using namespace godot; using namespace godot;
@@ -19,6 +21,8 @@ static constexpr float GRAVITY = 9.81f;
static constexpr float SENSITIVITY = 0.003f; static constexpr float SENSITIVITY = 0.003f;
static constexpr float HIT_STAGGER = 8.0f;
static constexpr float BOB_FREQ = 2.0f; static constexpr float BOB_FREQ = 2.0f;
static constexpr float BOB_AMP = 0.08f; static constexpr float BOB_AMP = 0.08f;
@@ -32,7 +36,10 @@ 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() {
ADD_SIGNAL(MethodInfo("a_PlayerHit"));
}
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {} FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
@@ -47,6 +54,14 @@ 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 +99,16 @@ 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();
} }
@@ -136,4 +161,9 @@ 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::hit(Vector3 a_Dir) {
emit_signal("a_PlayerHit");
this->set_velocity(a_Dir * HIT_STAGGER);
}
} // namespace blitz } // namespace blitz

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@@ -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 {
@@ -20,10 +24,15 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
void _unhandled_input(const godot::Ref<godot::InputEvent>&); void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta); void _physics_process(float delta);
void _ready(); void _ready();
void hit(godot::Vector3 dir);
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;
@@ -31,6 +40,7 @@ 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);
}; };
} // namespace blitz } // namespace blitz

37
src/HitMarkers.cpp Normal file
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@@ -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
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@@ -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

87
src/World.cpp Normal file
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@@ -0,0 +1,87 @@
#include "World.h"
#include "FirstPersonPlayer.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
void World::_bind_methods() {
ClassDB::bind_method(D_METHOD("_on_first_person_player_hit"), &World::_on_first_person_player_hit);
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &World::_on_timer_timeout);
ClassDB::bind_method(D_METHOD("_on_zombie_spawn_timer_timeout"), &World::_on_zombie_spawn_timer_timeout);
}
World::World() {}
World::~World() {}
void World::_ready() {
FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(find_child("FirstPersonPlayer"));
DEV_ASSERT(player);
if (player) {
player->connect("a_PlayerHit", callable_mp(this, &World::_on_first_person_player_hit));
}
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;
}
int32_t id = m_RandomId->randi() % a_ParentNode->get_child_count();
return a_ParentNode->get_child(id);
}
void World::_on_zombie_spawn_timer_timeout() {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
auto spawns = Object::cast_to<Node3D>(World::get_random_child(m_Spawns));
auto spawn_points = spawns->get_global_position();
m_ZombieInstance = Object::cast_to<Zombie>(m_ZombieScene->instantiate());
DEV_ASSERT(m_ZombieInstance);
m_ZombieInstance->set_position(spawn_points);
m_NavigationRegion->add_child(m_ZombieInstance);
}
} // namespace blitz

40
src/World.h Normal file
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@@ -0,0 +1,40 @@
#pragma once
#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 World : public godot::Node3D {
GDCLASS(World, godot::Node3D);
protected:
static void _bind_methods();
public:
World();
~World();
void _ready();
private:
godot::ColorRect* m_RedRect;
godot::Timer* m_Timer;
godot::Timer* m_ZombieSpawnTimer;
godot::Node3D* m_Spawns;
godot::NavigationRegion3D* m_NavigationRegion;
Zombie* m_ZombieInstance;
godot::Ref<godot::PackedScene> m_ZombieScene;
godot::Ref<godot::RandomNumberGenerator> m_RandomId;
void _on_timer_timeout();
void _on_zombie_spawn_timer_timeout();
void _on_first_person_player_hit();
Node* get_random_child(Node* parent_node);
};
} // namespace blitz

134
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@@ -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
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@@ -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

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@@ -1,8 +1,14 @@
#include "register_types.h" #include "register_types.h"
#include "BoneCollisionShape.h"
#include "Bullet.h"
#include "Crosshair.h"
#include "FirstPersonPlayer.h" #include "FirstPersonPlayer.h"
#include "HitMarkers.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>
@@ -18,6 +24,12 @@ 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>();
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) { void uninitialize_example_module(ModuleInitializationLevel p_level) {