generated from Persson-dev/Godot-Xmake
Compare commits
7 Commits
d88cb9fbff
...
weapon
| Author | SHA1 | Date | |
|---|---|---|---|
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32f8f2fcde | ||
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67f7335dba | ||
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791cea356d | ||
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68d3cec08a | ||
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5c6f82c5d7 | ||
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faf6a9116d | ||
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1f52eb2c52 |
@@ -24,3 +24,100 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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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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||||
[node name="UserInterface" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 1
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||||
[node name="Crosshair" type="Crosshair" parent="UserInterface"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Top" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(20, 15, 20, 5)
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width = 2.0
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[node name="Right" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(25, 20, 35, 20)
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width = 2.0
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[node name="Bottom" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(20, 25, 20, 35)
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width = 2.0
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[node name="Left" type="Line2D" parent="UserInterface/Crosshair"]
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points = PackedVector2Array(15, 20, 5, 20)
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width = 2.0
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[node name="HitMarkers" type="HitMarkers" parent="UserInterface"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="TopRight" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 17.5, 35, 5)
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width = 2.0
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[node name="BottomRight" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 22.5, 35, 35)
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width = 2.0
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[node name="BottomLeft" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 22.5, 5, 35)
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width = 2.0
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[node name="TopLeft" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 17.5, 5, 5)
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width = 2.0
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[node name="TopRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 17.5, 35, 5)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="BottomRightHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(22.5, 22.5, 35, 35)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="BottomLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 22.5, 5, 35)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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[node name="TopLeftHS" type="Line2D" parent="UserInterface/HitMarkers"]
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visible = false
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points = PackedVector2Array(17.5, 17.5, 5, 5)
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width = 2.0
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default_color = Color(1, 0, 0, 1)
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@@ -3771,6 +3771,6 @@ callback_mode_process = 0
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tree_root = SubResource("AnimationNodeBlendTree_dptuf")
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anim_player = NodePath("../AnimationPlayer")
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parameters/ground_air_transition/current_state = "air"
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parameters/ground_air_transition/transition_request = ""
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parameters/ground_air_transition/transition_request = "air"
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parameters/ground_air_transition/current_index = 1
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parameters/iwr_blend/blend_amount = -1.0
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File diff suppressed because one or more lines are too long
@@ -1,10 +1,9 @@
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[gd_scene load_steps=20 format=3 uid="uid://coue2qehpn4fr"]
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[gd_scene load_steps=19 format=3 uid="uid://coue2qehpn4fr"]
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[ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
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[ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
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[ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
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[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://bjuf33f7oteit" 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"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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@@ -77,6 +76,8 @@ mesh = SubResource("PlaneMesh_mmup0")
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skeleton = NodePath("../../..")
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[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Floor"]
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collision_layer = 3
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collision_mask = 3
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Floor/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_26ptr")
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@@ -87,6 +88,8 @@ mesh = SubResource("BoxMesh_plpqy")
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skeleton = NodePath("../../..")
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[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Wall"]
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collision_layer = 3
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collision_mask = 3
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Wall/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_v7prx")
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@@ -98,21 +101,37 @@ skeleton = NodePath("../../..")
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surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
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[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Slope"]
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collision_layer = 3
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collision_mask = 3
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Slope/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_rit6o")
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[node name="zombie" parent="Map" instance=ExtResource("5_4vmh3")]
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m_PlayerPath = NodePath("../../FirstPersonPlayer")
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transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 0, 0, 7.38477)
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[node name="Spawns" type="Node3D" parent="Map"]
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[node name="zombie2" parent="Map" instance=ExtResource("5_4vmh3")]
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m_PlayerPath = NodePath("../../FirstPersonPlayer")
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transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 8.0927, 0, 7.38477)
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[node name="Spawn1" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 18.6089)
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[node name="zombie3" parent="Map" instance=ExtResource("5_4vmh3")]
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m_PlayerPath = NodePath("../../FirstPersonPlayer")
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transform = Transform3D(-0.98774, 0, -0.156107, 0, 1, 0, 0.156107, 0, -0.98774, 14.3905, 0, -18.3684)
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[node name="Spawn2" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 18.6089)
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[node name="Spawn3" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.8451, 0, 0.0245247)
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[node name="Spawn4" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 19.0777, 0, -20.2546)
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[node name="Spawn5" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, 1.64303, 0, -20.2546)
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[node name="Spawn6" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, -20.2546)
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[node name="Spawn7" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 0.256641)
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[node name="Spawn8" type="Node3D" parent="Map/Spawns"]
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transform = Transform3D(-0.269021, -0.963134, 0, 0.963134, -0.269021, 0, 0, 0, 1, -19.0255, 0, 16.4132)
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[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")]
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@@ -130,3 +149,7 @@ offset_top = -96.0
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offset_right = 1365.0
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offset_bottom = 780.0
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color = Color(1, 0, 0, 0.34902)
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[node name="ZombieSpawnTimer" type="Timer" parent="."]
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wait_time = 5.0
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autostart = true
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@@ -25,14 +25,17 @@ material = SubResource("StandardMaterial3D_gn2fy")
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size = Vector3(0.04, 0.04, 0.04)
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[node name="Bullet" type="Bullet"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -52730.2)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -56304.6)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.6)
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mesh = SubResource("BoxMesh_ibwn0")
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surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, -0.6)
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collision_mask = 2
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collide_with_areas = true
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
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@@ -32,5 +32,5 @@ libraries = {
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}
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[node name="RayCast3D" type="RayCast3D" parent="." index="2"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.10108)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.6)
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target_position = Vector3(0, 0, -1)
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72
src/BoneCollisionShape.cpp
Normal file
72
src/BoneCollisionShape.cpp
Normal file
@@ -0,0 +1,72 @@
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#include "BoneCollisionShape.h"
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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namespace blitz {
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void BoneCollisionShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
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ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
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ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
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ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
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ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam")));
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ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
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ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
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ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
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}
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BoneCollisionShape::BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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void BoneCollisionShape::_ready() {
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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m_Crosshair = Object::cast_to<Crosshair>(
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get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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m_HitMarkers = Object::cast_to<HitMarkers>(
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get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("HitMarkers"));
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DEV_ASSERT(m_HitMarkers);
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}
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void BoneCollisionShape::set_head_damage(int a_D) {
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m_HeadDamage = a_D;
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}
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int BoneCollisionShape::get_head_damage() const {
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return m_HeadDamage;
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}
|
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|
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void BoneCollisionShape::set_body_damage(int a_D) {
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m_BodyDamage = a_D;
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}
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int BoneCollisionShape::get_body_damage() const {
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return m_BodyDamage;
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}
|
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|
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void BoneCollisionShape::headshot_hit() {
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ERR_PRINT("zombie headshot hit");
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m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
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m_HitMarkers->hsvisible(true);
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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}
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void BoneCollisionShape::bodyshot_hit() {
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ERR_PRINT("zombie body hit");
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m_HitMarkers->visible(true);
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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}
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||||
|
||||
} // namespace blitz
|
||||
34
src/BoneCollisionShape.h
Normal file
34
src/BoneCollisionShape.h
Normal file
@@ -0,0 +1,34 @@
|
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#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)
|
||||
|
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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
|
||||
@@ -1,4 +1,7 @@
|
||||
#include "Bullet.h"
|
||||
#include "BoneCollisionShape.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
@@ -24,6 +27,15 @@ void Bullet::_ready() {
|
||||
m_Timer = memnew(Timer);
|
||||
add_child(m_Timer);
|
||||
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
|
||||
DEV_ASSERT(m_Crosshair);
|
||||
m_HitMarkers = Object::cast_to<HitMarkers>(get_parent()->find_child("HitMarkers"));
|
||||
DEV_ASSERT(m_HitMarkers);
|
||||
}
|
||||
|
||||
void Bullet::_physics_process(float a_Delta) {
|
||||
@@ -33,12 +45,28 @@ void Bullet::_physics_process(float a_Delta) {
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "Crosshair.h"
|
||||
#include "HitMarkers.h"
|
||||
#include <godot_cpp/classes/gpu_particles3d.hpp>
|
||||
#include <godot_cpp/classes/mesh_instance3d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
@@ -24,6 +26,8 @@ class Bullet : public godot::Node3D {
|
||||
godot::RayCast3D* m_Ray;
|
||||
godot::MeshInstance3D* m_Mesh;
|
||||
godot::Timer* m_Timer;
|
||||
Crosshair* m_Crosshair;
|
||||
HitMarkers* m_HitMarkers;
|
||||
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
70
src/Crosshair.cpp
Normal file
70
src/Crosshair.cpp
Normal file
@@ -0,0 +1,70 @@
|
||||
#include "Crosshair.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
void Crosshair::_bind_methods() {}
|
||||
|
||||
Crosshair::Crosshair() :
|
||||
m_DotRadius(1.0f),
|
||||
m_DotColor(Color(1, 1, 1, 1)),
|
||||
m_CrosshairSpeed(0.25f),
|
||||
m_CrosshairDistance(2.0f),
|
||||
m_Origin(Vector3(0, 0, 0)),
|
||||
m_Pos(Vector2(0, 0)) {}
|
||||
Crosshair::~Crosshair() {}
|
||||
|
||||
void Crosshair::_ready() {
|
||||
// Catch the parent node directly without SubViewport problem in the editor thx to "recursivity" (if we go up the tree one more
|
||||
// notch its bugging)
|
||||
Node* root_node = get_parent();
|
||||
while (root_node != nullptr && !root_node->is_class("FirstPersonPlayer")) {
|
||||
root_node = root_node->get_parent();
|
||||
}
|
||||
if (root_node != nullptr && root_node->is_class("FirstPersonPlayer")) {
|
||||
m_Player = Object::cast_to<FirstPersonPlayer>(root_node);
|
||||
DEV_ASSERT(m_Player);
|
||||
} else {
|
||||
ERR_PRINT("FirstPersonPlayer not found in parent hierarchy.");
|
||||
}
|
||||
|
||||
m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
|
||||
Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
|
||||
for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
|
||||
DEV_ASSERT(m_CrosshairLines[i]);
|
||||
}
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
void Crosshair::_process(float a_Delta) {
|
||||
adjust_crosshair_lines();
|
||||
}
|
||||
|
||||
void Crosshair::_draw() {
|
||||
draw_circle(Vector2(20, 20), m_DotRadius, m_DotColor);
|
||||
}
|
||||
|
||||
void Crosshair::adjust_crosshair_lines() {
|
||||
Vector3 vel = m_Player->get_real_velocity();
|
||||
|
||||
float speed = m_Origin.distance_to(vel);
|
||||
|
||||
m_CrosshairLines[0]->set_position(
|
||||
m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
|
||||
|
||||
m_CrosshairLines[1]->set_position(
|
||||
m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
|
||||
|
||||
m_CrosshairLines[2]->set_position(
|
||||
m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
|
||||
|
||||
m_CrosshairLines[3]->set_position(
|
||||
m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
|
||||
}
|
||||
|
||||
void Crosshair::set_dot_color(Color a_Color) {
|
||||
m_DotColor = a_Color;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
35
src/Crosshair.h
Normal file
35
src/Crosshair.h
Normal file
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include <godot_cpp/classes/center_container.hpp>
|
||||
#include <godot_cpp/classes/line2d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class Crosshair : public godot::CenterContainer {
|
||||
GDCLASS(Crosshair, godot::CenterContainer)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Crosshair();
|
||||
~Crosshair();
|
||||
|
||||
void _ready();
|
||||
void _process(float delta);
|
||||
void _draw();
|
||||
void set_dot_color(godot::Color col);
|
||||
|
||||
private:
|
||||
godot::Color m_DotColor;
|
||||
float m_DotRadius;
|
||||
std::array<godot::Line2D*, 4> m_CrosshairLines;
|
||||
FirstPersonPlayer* m_Player;
|
||||
float m_CrosshairSpeed;
|
||||
float m_CrosshairDistance;
|
||||
godot::Vector3 m_Origin;
|
||||
godot::Vector2 m_Pos;
|
||||
|
||||
void adjust_crosshair_lines();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
37
src/HitMarkers.cpp
Normal file
37
src/HitMarkers.cpp
Normal file
@@ -0,0 +1,37 @@
|
||||
#include "HitMarkers.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
void HitMarkers::_bind_methods() {}
|
||||
|
||||
HitMarkers::HitMarkers() {}
|
||||
HitMarkers::~HitMarkers() {}
|
||||
|
||||
void HitMarkers::_ready() {
|
||||
m_HitMarkerLines = {Object::cast_to<Line2D>(find_child("TopRight")), Object::cast_to<Line2D>(find_child("BottomRight")),
|
||||
Object::cast_to<Line2D>(find_child("BottomLeft")), Object::cast_to<Line2D>(find_child("TopLeft"))};
|
||||
for (size_t i = 0; i < m_HitMarkerLines.size(); i++) {
|
||||
DEV_ASSERT(m_HitMarkerLines[i]);
|
||||
}
|
||||
m_HitMarkerHSLines = {Object::cast_to<Line2D>(find_child("TopRightHS")), Object::cast_to<Line2D>(find_child("BottomRightHS")),
|
||||
Object::cast_to<Line2D>(find_child("BottomLeftHS")), Object::cast_to<Line2D>(find_child("TopLeftHS"))};
|
||||
for (size_t i = 0; i < m_HitMarkerHSLines.size(); i++) {
|
||||
DEV_ASSERT(m_HitMarkerHSLines[i]);
|
||||
}
|
||||
this->visible();
|
||||
}
|
||||
|
||||
void HitMarkers::visible(bool a_Bool) {
|
||||
for (size_t i = 0; i < m_HitMarkerLines.size(); i++) {
|
||||
m_HitMarkerLines[i]->set_visible(a_Bool);
|
||||
}
|
||||
}
|
||||
|
||||
void HitMarkers::hsvisible(bool a_Bool) {
|
||||
for (size_t i = 0; i < m_HitMarkerHSLines.size(); i++) {
|
||||
m_HitMarkerHSLines[i]->set_visible(a_Bool);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
25
src/HitMarkers.h
Normal file
25
src/HitMarkers.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/center_container.hpp>
|
||||
#include <godot_cpp/classes/line2d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class HitMarkers : public godot::CenterContainer {
|
||||
GDCLASS(HitMarkers, godot::CenterContainer)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
HitMarkers();
|
||||
~HitMarkers();
|
||||
|
||||
void _ready();
|
||||
void visible(bool visiblity = false);
|
||||
void hsvisible(bool visiblity = false);
|
||||
|
||||
private:
|
||||
std::array<godot::Line2D*, 4> m_HitMarkerLines;
|
||||
std::array<godot::Line2D*, 4> m_HitMarkerHSLines;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,5 +1,7 @@
|
||||
#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;
|
||||
@@ -9,6 +11,7 @@ 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() {}
|
||||
@@ -26,9 +29,28 @@ void World::_ready() {
|
||||
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);
|
||||
@@ -39,4 +61,27 @@ 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
|
||||
15
src/World.h
15
src/World.h
@@ -1,7 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include "Zombie.h"
|
||||
#include <godot_cpp/classes/color_rect.hpp>
|
||||
#include <godot_cpp/classes/navigation_region3d.hpp>
|
||||
#include <godot_cpp/classes/packed_scene.hpp>
|
||||
#include <godot_cpp/classes/random_number_generator.hpp>
|
||||
#include <godot_cpp/classes/ref.hpp>
|
||||
#include <godot_cpp/classes/timer.hpp>
|
||||
|
||||
namespace blitz {
|
||||
@@ -21,7 +25,16 @@ class World : public godot::Node3D {
|
||||
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
|
||||
@@ -1,6 +1,8 @@
|
||||
#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;
|
||||
@@ -14,6 +16,9 @@ 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");
|
||||
}
|
||||
@@ -29,8 +34,13 @@ void Zombie::_ready() {
|
||||
}
|
||||
#endif
|
||||
|
||||
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->find_child("FirstPersonPlayer"));
|
||||
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"));
|
||||
@@ -38,6 +48,13 @@ void Zombie::_ready() {
|
||||
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) {
|
||||
@@ -82,4 +99,36 @@ void Zombie::hit_finished() {
|
||||
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
|
||||
13
src/Zombie.h
13
src/Zombie.h
@@ -1,11 +1,14 @@
|
||||
#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 {
|
||||
|
||||
@@ -21,6 +24,8 @@ class Zombie : public godot::CharacterBody3D {
|
||||
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;
|
||||
@@ -29,10 +34,18 @@ class Zombie : public godot::CharacterBody3D {
|
||||
godot::Vector3 m_Velocity;
|
||||
godot::AnimationTree* m_AnimationTree;
|
||||
godot::AnimationNodeStateMachinePlayback* m_StateMachine;
|
||||
BoneCollisionShape* m_HeadCollision;
|
||||
std::vector<godot::StringName> m_BodyPartsCollision = {"Neck", "Spine", "Hips", "LeftArm", "LeftForearm", "LeftHand", "RightArm",
|
||||
"RightForearm", "RightHand", "LeftUpLeg", "RightUpLeg", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"};
|
||||
int m_Health = 6;
|
||||
godot::Timer* m_Timer;
|
||||
|
||||
void set_m_PlayerPath(const godot::NodePath& path);
|
||||
godot::NodePath get_m_PlayerPath() const;
|
||||
void hit_finished();
|
||||
void apply_damage(int dam);
|
||||
void connect_collision_shapes(const std::vector<godot::StringName>& body_parts);
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,11 +1,14 @@
|
||||
#include "register_types.h"
|
||||
|
||||
#include "BoneCollisionShape.h"
|
||||
#include "Bullet.h"
|
||||
#include "Crosshair.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "HitMarkers.h"
|
||||
#include "Player.h"
|
||||
#include "SpringArmPivot.h"
|
||||
#include "Zombie.h"
|
||||
#include "World.h"
|
||||
#include "Zombie.h"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -23,7 +26,10 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
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) {
|
||||
|
||||
Reference in New Issue
Block a user