Compare commits
18 Commits
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37
.clang-format
Normal file
@@ -0,0 +1,37 @@
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AllowShortFunctionsOnASingleLine: Empty
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BraceWrapping:
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BeforeElse: false
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IndentBraces: false
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SplitEmptyRecord: true
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1
.gitignore
vendored
@@ -14,6 +14,7 @@ build/
|
||||
*.obj
|
||||
*.lib
|
||||
*.TMP
|
||||
*.import
|
||||
|
||||
godot/.godot
|
||||
godot/lib
|
||||
|
||||
BIN
godot/Assets/Animations/Air.fbx
Normal file
BIN
godot/Assets/Animations/Idle.fbx
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BIN
godot/Assets/Animations/Run.fbx
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BIN
godot/Assets/Animations/T-Pose.fbx
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BIN
godot/Assets/Animations/Walk.fbx
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19823
godot/Assets/Models/Characters/Player.gltf
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BIN
godot/Assets/Models/Characters/zombie.glb
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|
After Width: | Height: | Size: 3.8 MiB |
BIN
godot/Assets/Models/Characters/zombie2_mremireh_body_normal.png
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|
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|
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BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_diffuse.png
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|
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BIN
godot/Assets/Models/Characters/zombie2_mremireh_shoe_normal.png
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|
After Width: | Height: | Size: 198 KiB |
|
After Width: | Height: | Size: 178 KiB |
BIN
godot/Assets/Models/Characters/zombie_mremireh_body__diffuse.png
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|
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BIN
godot/Assets/Models/Characters/zombie_mremireh_body_normal.png
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|
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BIN
godot/Assets/Models/Characters/zombie_mremireh_body_specular.png
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|
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BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_diffuse.png
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|
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BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_normal.png
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|
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BIN
godot/Assets/Models/Characters/zombie_mremireh_shoe_specular.png
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|
After Width: | Height: | Size: 178 KiB |
BIN
godot/Assets/Models/Weapons/Steampunk Rifle.glb
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BIN
godot/Assets/Textures/Black.png
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|
After Width: | Height: | Size: 2.7 KiB |
BIN
godot/Assets/Textures/Green.png
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|
After Width: | Height: | Size: 2.7 KiB |
BIN
godot/Assets/Textures/Orange.png
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|
After Width: | Height: | Size: 2.7 KiB |
BIN
godot/Assets/Textures/Purple.png
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|
After Width: | Height: | Size: 2.7 KiB |
BIN
godot/Assets/Textures/Red.png
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|
After Width: | Height: | Size: 2.7 KiB |
BIN
godot/Assets/Textures/Sky.png
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|
After Width: | Height: | Size: 19 MiB |
BIN
godot/Assets/Textures/White.png
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|
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26
godot/Scenes/Characters/first_person_player.tscn
Normal file
@@ -0,0 +1,26 @@
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[gd_scene load_steps=4 format=3 uid="uid://d38w4ae3qj0k4"]
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[ext_resource type="PackedScene" uid="uid://ciex3x7rhv1bx" path="res://Scenes/Weapons/steampunk_rifle.tscn" id="1_i6keg"]
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[node name="FirstPersonPlayer" type="FirstPersonPlayer"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh_ky6st")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("ConvexPolygonShape3D_qjfxs")
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[node name="Head" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0)
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[node name="Camera" type="Camera3D" parent="Head"]
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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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3776
godot/Scenes/Characters/player.tscn
Normal file
2775
godot/Scenes/Characters/zombie.tscn
Normal file
109
godot/Scenes/Levels/world.tscn
Normal file
@@ -0,0 +1,109 @@
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[gd_scene load_steps=20 format=3 uid="uid://coue2qehpn4fr"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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[sub_resource type="Sky" id="Sky_5ngqa"]
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sky_material = SubResource("PanoramaSkyMaterial_6c4vd")
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[sub_resource type="Environment" id="Environment_ctwiv"]
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background_mode = 2
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sky = SubResource("Sky_5ngqa")
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tonemap_mode = 2
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glow_enabled = true
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[sub_resource type="NavigationMesh" id="NavigationMesh_2pdqo"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pfpgv"]
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[node name="World" type="Node3D"]
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[node name="Map" type="Node3D" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Map"]
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shadow_enabled = true
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="Map"]
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navigation_mesh = SubResource("NavigationMesh_2pdqo")
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[node name="Floor" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
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mesh = SubResource("PlaneMesh_mmup0")
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[node name="StaticBody3D" type="StaticBody3D" parent="Map/NavigationRegion3D/Floor"]
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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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[node name="Wall" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -3)
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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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|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Map/NavigationRegion3D/Wall/StaticBody3D"]
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shape = SubResource("ConcavePolygonShape3D_v7prx")
|
||||
|
||||
[node name="Slope" type="MeshInstance3D" parent="Map/NavigationRegion3D"]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 1, 4)
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mesh = SubResource("PrismMesh_0l7qq")
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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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||||
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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="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")]
|
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51
godot/Scenes/Weapons/bullet.tscn
Normal file
@@ -0,0 +1,51 @@
|
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[gd_scene load_steps=6 format=3 uid="uid://do601jl7p1u22"]
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[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
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size = Vector3(0.05, 0.05, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
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albedo_color = Color(1, 0.764706, 0.294118, 1)
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emission_enabled = true
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emission = Color(0.568627, 1, 0.313726, 1)
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emission_energy_multiplier = 5.0
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||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_618v8"]
|
||||
direction = Vector3(0, 0, 1)
|
||||
initial_velocity_min = 3.0
|
||||
initial_velocity_max = 5.0
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gn2fy"]
|
||||
albedo_color = Color(1, 1, 0.443137, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.568627, 1, 0.313726, 1)
|
||||
emission_energy_multiplier = 8.0
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_5un5e"]
|
||||
material = SubResource("StandardMaterial3D_gn2fy")
|
||||
size = Vector3(0.04, 0.04, 0.04)
|
||||
|
||||
[node name="Bullet" type="Bullet"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -52730.2)
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("BoxMesh_ibwn0")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="."]
|
||||
target_position = Vector3(0, 0, -0.6)
|
||||
|
||||
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
|
||||
emitting = false
|
||||
one_shot = true
|
||||
explosiveness = 1.0
|
||||
visibility_aabb = AABB(-1.00001, -6.06334, -1.00001, 2.00002, 7.06267, 41.4102)
|
||||
process_material = SubResource("ParticleProcessMaterial_618v8")
|
||||
draw_pass_1 = SubResource("BoxMesh_5un5e")
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 10.0
|
||||
one_shot = true
|
||||
autostart = true
|
||||
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
||||
36
godot/Scenes/Weapons/steampunk_rifle.tscn
Normal file
@@ -0,0 +1,36 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://ciex3x7rhv1bx"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bkskefixbe2cw" path="res://Assets/Models/Weapons/Steampunk Rifle.glb" id="1_0bnv5"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_20uwx"]
|
||||
resource_name = "Shoot"
|
||||
length = 0.1
|
||||
step = 0.01
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Node:position")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.01, 0.1),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0), Vector3(0, 0, 0.05), Vector3(0, 0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_113bo"]
|
||||
_data = {
|
||||
"Shoot": SubResource("Animation_20uwx")
|
||||
}
|
||||
|
||||
[node name="Steampunk Rifle" instance=ExtResource("1_0bnv5")]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_113bo")
|
||||
}
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="." index="2"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.10108)
|
||||
target_position = Vector3(0, 0, -1)
|
||||
63
godot/Scripts/Characters/Player.gd
Normal file
@@ -0,0 +1,63 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const LERP_VALUE : float = 0.15
|
||||
|
||||
var snap_vector : Vector3 = Vector3.DOWN
|
||||
var speed : float
|
||||
|
||||
@export_group("Movement variables")
|
||||
@export var walk_speed : float = 2.0
|
||||
@export var run_speed : float = 5.0
|
||||
@export var jump_strength : float = 15.0
|
||||
@export var gravity : float = 50.0
|
||||
|
||||
const ANIMATION_BLEND : float = 7.0
|
||||
|
||||
@onready var player_mesh : Node3D = $Mesh
|
||||
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
|
||||
@onready var animator : AnimationTree = $AnimationTree
|
||||
|
||||
func _physics_process(delta):
|
||||
var move_direction : Vector3 = Vector3.ZERO
|
||||
move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
||||
move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
|
||||
move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
|
||||
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
if Input.is_action_pressed("run"):
|
||||
speed = run_speed
|
||||
else:
|
||||
speed = walk_speed
|
||||
|
||||
velocity.x = move_direction.x * speed
|
||||
velocity.z = move_direction.z * speed
|
||||
|
||||
if move_direction:
|
||||
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
|
||||
|
||||
var just_landed := is_on_floor() and snap_vector == Vector3.ZERO
|
||||
var is_jumping := is_on_floor() and Input.is_action_just_pressed("jump")
|
||||
if is_jumping:
|
||||
velocity.y = jump_strength
|
||||
snap_vector = Vector3.ZERO
|
||||
elif just_landed:
|
||||
snap_vector = Vector3.DOWN
|
||||
|
||||
apply_floor_snap()
|
||||
move_and_slide()
|
||||
animate(delta)
|
||||
|
||||
func animate(delta):
|
||||
if is_on_floor():
|
||||
animator.set("parameters/ground_air_transition/transition_request", "grounded")
|
||||
|
||||
if velocity.length() > 0:
|
||||
if speed == run_speed:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 1.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 0.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), -1.0, delta * ANIMATION_BLEND))
|
||||
else:
|
||||
animator.set("parameters/ground_air_transition/transition_request", "air")
|
||||
30
godot/Scripts/Characters/SpringArmPivot.gd
Normal file
@@ -0,0 +1,30 @@
|
||||
extends Node3D
|
||||
|
||||
@export_group("FOV")
|
||||
@export var change_fov_on_run : bool
|
||||
@export var normal_fov : float = 75.0
|
||||
@export var run_fov : float = 90.0
|
||||
|
||||
const CAMERA_BLEND : float = 0.05
|
||||
|
||||
@onready var spring_arm : SpringArm3D = $SpringArm3D
|
||||
@onready var camera : Camera3D = $SpringArm3D/Camera3D
|
||||
|
||||
func _ready():
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
|
||||
func _unhandled_input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
rotate_y(-event.relative.x * 0.005)
|
||||
spring_arm.rotate_x(-event.relative.y * 0.005)
|
||||
spring_arm.rotation.x = clamp(spring_arm.rotation.x, -PI/4, PI/4)
|
||||
|
||||
func _physics_process(_delta):
|
||||
if change_fov_on_run:
|
||||
if owner.is_on_floor():
|
||||
if Input.is_action_pressed("run"):
|
||||
camera.fov = lerp(camera.fov, run_fov, CAMERA_BLEND)
|
||||
else:
|
||||
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
|
||||
else:
|
||||
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
|
||||
19
godot/bullet.tscn
Normal file
@@ -0,0 +1,19 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://bt0551kcc5tw4"]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
|
||||
size = Vector3(0.05, 0.05, 1)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
|
||||
albedo_color = Color(1, 0.764706, 0.294118, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.568627, 1, 0.313726, 1)
|
||||
emission_energy_multiplier = 5.0
|
||||
|
||||
[node name="Bullet" type="Bullet"]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("BoxMesh_ibwn0")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="."]
|
||||
target_position = Vector3(0, 0, -0.6)
|
||||
@@ -1 +1 @@
|
||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z" fill="#478cbf"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
|
||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 813 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H447l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c3 34 55 34 58 0v-86c-3-34-55-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
|
||||
|
||||
|
Before Width: | Height: | Size: 949 B After Width: | Height: | Size: 950 B |
@@ -1,37 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cuend5rtkhbnp"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
@@ -1,10 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://uiwigxsdnci1"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cuend5rtkhbnp" path="res://icon.svg" id="1_q81dj"]
|
||||
|
||||
[node name="Node2D" type="Node2D"]
|
||||
|
||||
[node name="GDExample" type="GDExample" parent="."]
|
||||
position = Vector2(5.20978, 6.34048)
|
||||
texture = ExtResource("1_q81dj")
|
||||
centered = false
|
||||
@@ -11,6 +11,49 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="Blitz3"
|
||||
run/main_scene="res://main.tscn"
|
||||
run/main_scene="res://Scenes/Levels/world.tscn"
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[input]
|
||||
|
||||
move_left={
|
||||
"deadzone": 0.5,
|
||||
"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":65,"key_label":0,"unicode":97,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_right={
|
||||
"deadzone": 0.5,
|
||||
"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":68,"key_label":0,"unicode":100,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_forwards={
|
||||
"deadzone": 0.5,
|
||||
"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":87,"key_label":0,"unicode":119,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_backwards={
|
||||
"deadzone": 0.5,
|
||||
"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":83,"key_label":0,"unicode":115,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
sprint={
|
||||
"deadzone": 0.5,
|
||||
"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":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
jump={
|
||||
"deadzone": 0.5,
|
||||
"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":32,"key_label":0,"unicode":32,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
escape={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
shoot={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(351, 9),"global_position":Vector2(355, 50),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
45
src/Bullet.cpp
Normal file
@@ -0,0 +1,45 @@
|
||||
#include "Bullet.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr float BULLET_SPEED = 40.0f;
|
||||
|
||||
void Bullet::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Bullet::_on_timer_timeout);
|
||||
}
|
||||
|
||||
Bullet::Bullet() {}
|
||||
|
||||
Bullet::~Bullet() {}
|
||||
|
||||
void Bullet::_ready() {
|
||||
m_Particles = Object::cast_to<GPUParticles3D>(find_child("GPUParticles3D"));
|
||||
DEV_ASSERT(m_Particles);
|
||||
m_Ray = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
|
||||
DEV_ASSERT(m_Ray);
|
||||
m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
|
||||
DEV_ASSERT(m_Mesh);
|
||||
m_Timer = memnew(godot::Timer);
|
||||
add_child(m_Timer);
|
||||
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
|
||||
}
|
||||
|
||||
void Bullet::_physics_process(float a_Delta) {
|
||||
Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
|
||||
set_position(get_transform().xform(movement));
|
||||
|
||||
if (m_Ray->is_colliding()) {
|
||||
m_Mesh->set_visible(false);
|
||||
m_Particles->set_emitting(true);
|
||||
m_Timer->set_wait_time(1.0);
|
||||
m_Timer->start();
|
||||
}
|
||||
}
|
||||
|
||||
void Bullet::_on_timer_timeout() {
|
||||
queue_free();
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
31
src/Bullet.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/gpu_particles3d.hpp>
|
||||
#include <godot_cpp/classes/mesh_instance3d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include <godot_cpp/classes/ray_cast3d.hpp>
|
||||
#include <godot_cpp/classes/timer.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class Bullet : public godot::Node3D {
|
||||
GDCLASS(Bullet, godot::Node3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Bullet();
|
||||
~Bullet();
|
||||
|
||||
void _ready();
|
||||
void _physics_process(float delta);
|
||||
|
||||
private:
|
||||
godot::GPUParticles3D* m_Particles;
|
||||
godot::RayCast3D* m_Ray;
|
||||
godot::MeshInstance3D* m_Mesh;
|
||||
godot::Timer* m_Timer;
|
||||
|
||||
void _on_timer_timeout();
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
159
src/FirstPersonPlayer.cpp
Normal file
@@ -0,0 +1,159 @@
|
||||
#include "FirstPersonPlayer.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/classes/input_map.hpp>
|
||||
#include <godot_cpp/classes/resource_loader.hpp>
|
||||
#include <godot_cpp/core/math.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr float WALK_SPEED = 5.0f;
|
||||
static constexpr float SPRINT_SPEED = 7.0f;
|
||||
|
||||
static constexpr float JUMP_VELOCITY = 4.5f;
|
||||
|
||||
static constexpr float GRAVITY = 9.81f;
|
||||
|
||||
static constexpr float SENSITIVITY = 0.003f;
|
||||
|
||||
static constexpr float BOB_FREQ = 2.0f;
|
||||
static constexpr float BOB_AMP = 0.08f;
|
||||
|
||||
static constexpr float AIR_MOVEMENT = 3.0f;
|
||||
|
||||
static constexpr float GROUND_FRICTION = 7.0f;
|
||||
|
||||
static constexpr float BASE_FOV = 75.0f;
|
||||
static constexpr float FOV_CHANGE = 1.5f;
|
||||
static constexpr float FOV_TRANSITION = 8.0f;
|
||||
static constexpr float MIN_FOV_VELOCITY = 0.5;
|
||||
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
|
||||
|
||||
|
||||
void FirstPersonPlayer::_bind_methods() {}
|
||||
|
||||
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
|
||||
|
||||
FirstPersonPlayer::~FirstPersonPlayer() {}
|
||||
|
||||
void FirstPersonPlayer::_ready() {
|
||||
InputMap::get_singleton()->load_from_project_settings();
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
|
||||
}
|
||||
m_Head = Object::cast_to<Node3D>(find_child("Head"));
|
||||
DEV_ASSERT(m_Head);
|
||||
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("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) {
|
||||
auto* event = Object::cast_to<InputEventMouseMotion>(a_Event.ptr());
|
||||
if (event)
|
||||
UpdateCamera(*event);
|
||||
|
||||
// TODO: remove
|
||||
if (Input::get_singleton()->is_action_just_pressed("escape")) {
|
||||
Input::MouseMode current = Input::get_singleton()->get_mouse_mode();
|
||||
Input::get_singleton()->set_mouse_mode(
|
||||
(current == Input::MOUSE_MODE_CAPTURED) ? Input::MOUSE_MODE_VISIBLE : Input::MOUSE_MODE_CAPTURED);
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::_physics_process(float a_Delta) {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
auto* Input = Input::get_singleton();
|
||||
|
||||
if (!is_on_floor())
|
||||
set_velocity(get_velocity() - Vector3{0, GRAVITY * a_Delta, 0});
|
||||
|
||||
if (Input->is_action_pressed("jump") && is_on_floor())
|
||||
set_velocity({get_velocity().x, JUMP_VELOCITY, get_velocity().z});
|
||||
|
||||
m_Speed = Input->is_action_pressed("sprint") ? SPRINT_SPEED : WALK_SPEED;
|
||||
|
||||
UpdatePosition(a_Delta);
|
||||
|
||||
UpdateFOV(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();
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
|
||||
m_BobTime += a_Delta * get_velocity().length() * is_on_floor();
|
||||
|
||||
Vector3 newPos{static_cast<float>(Math::cos(m_BobTime * BOB_FREQ / 2.0) * BOB_AMP),
|
||||
static_cast<float>(Math::sin(m_BobTime * BOB_FREQ) * BOB_AMP), 0};
|
||||
|
||||
m_Camera->set_transform({m_Camera->get_transform().basis, newPos});
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
|
||||
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
|
||||
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
|
||||
|
||||
float rotationX = m_Camera->get_rotation().x;
|
||||
CLAMP(rotationX, Math::deg_to_rad(-40.0), Math::deg_to_rad(60.0));
|
||||
m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdatePosition(float delta) {
|
||||
auto* Input = Input::get_singleton();
|
||||
|
||||
Vector2 inputDirection = Input->get_vector("move_left", "move_right", "move_forwards", "move_backwards");
|
||||
Vector3 direction = (m_Head->get_transform().basis.xform(Vector3(inputDirection.x, 0, inputDirection.y))).normalized();
|
||||
|
||||
if (is_on_floor()) {
|
||||
if (!direction.is_zero_approx()) {
|
||||
set_velocity({direction.x * m_Speed, get_velocity().y, direction.z * m_Speed});
|
||||
} else {
|
||||
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
|
||||
static_cast<float>(delta * GROUND_FRICTION)),
|
||||
get_velocity().y,
|
||||
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
|
||||
static_cast<float>(delta * GROUND_FRICTION))});
|
||||
}
|
||||
} else {
|
||||
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
|
||||
static_cast<float>(delta * AIR_MOVEMENT)),
|
||||
get_velocity().y,
|
||||
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
|
||||
static_cast<float>(delta * AIR_MOVEMENT))});
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
|
||||
float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
|
||||
float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
|
||||
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
44
src/FirstPersonPlayer.h
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/animation_player.hpp>
|
||||
#include <godot_cpp/classes/camera3d.hpp>
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.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 {
|
||||
|
||||
class FirstPersonPlayer : public godot::CharacterBody3D {
|
||||
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
FirstPersonPlayer();
|
||||
~FirstPersonPlayer();
|
||||
|
||||
// Godot overrides
|
||||
void _unhandled_input(const godot::Ref<godot::InputEvent>&);
|
||||
void _physics_process(float delta);
|
||||
void _ready();
|
||||
|
||||
private:
|
||||
godot::Camera3D* m_Camera;
|
||||
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_Speed;
|
||||
|
||||
void UpdateBobbing(float delta);
|
||||
void UpdateFOV(float delta);
|
||||
void UpdateCamera(const godot::InputEventMouseMotion&);
|
||||
void UpdatePosition(float delta);
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
111
src/Player.cpp
Normal file
@@ -0,0 +1,111 @@
|
||||
#include "Player.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_map.hpp>
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
static const float WalkSpeed = 2.0;
|
||||
static const float RunSpeed = 5.0;
|
||||
static const float JumpStrength = 15.0;
|
||||
static const float Gravity = 50.0;
|
||||
|
||||
static const float LerpValue = 0.15;
|
||||
static const float AnimationBlend = 7.0;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void Player::_bind_methods() {}
|
||||
|
||||
Player::Player() {}
|
||||
Player::~Player() {}
|
||||
|
||||
void Player::_ready() {
|
||||
godot::InputMap::get_singleton()->load_from_project_settings();
|
||||
m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
|
||||
m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
|
||||
m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
|
||||
DEV_ASSERT(m_PlayerMesh);
|
||||
DEV_ASSERT(m_SpringArmPivot);
|
||||
DEV_ASSERT(m_AnimationTree);
|
||||
|
||||
apply_floor_snap();
|
||||
animate(0);
|
||||
}
|
||||
|
||||
void Player::_physics_process(float delta) {
|
||||
if (godot::Engine::get_singleton()->is_editor_hint())
|
||||
return;
|
||||
|
||||
|
||||
auto* Input = godot::Input::get_singleton();
|
||||
godot::Vector3 move_direction{0, 0, 0};
|
||||
move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
|
||||
move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
|
||||
move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
|
||||
|
||||
godot::Vector3 newVelocity = get_velocity();
|
||||
newVelocity.y -= Gravity * delta;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
|
||||
|
||||
if (Input->is_action_pressed("run"))
|
||||
m_Speed = RunSpeed;
|
||||
else
|
||||
m_Speed = WalkSpeed;
|
||||
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.x = move_direction.x * m_Speed;
|
||||
newVelocity.z = move_direction.z * m_Speed;
|
||||
set_velocity(newVelocity);
|
||||
|
||||
if (move_direction != godot::Vector3{0, 0, 0}) {
|
||||
godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
|
||||
newRotation.y = godot::UtilityFunctions::lerp_angle(
|
||||
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
|
||||
m_PlayerMesh->set_rotation(newRotation);
|
||||
}
|
||||
|
||||
bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
|
||||
bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
|
||||
|
||||
if (isJumping) {
|
||||
newVelocity = get_velocity();
|
||||
newVelocity.y = JumpStrength;
|
||||
set_velocity(newVelocity);
|
||||
m_SnapVector.zero();
|
||||
} else if (justLanded) {
|
||||
m_SnapVector = {0, -1, 0};
|
||||
}
|
||||
|
||||
apply_floor_snap();
|
||||
move_and_slide();
|
||||
animate(delta);
|
||||
}
|
||||
|
||||
void Player::animate(float delta) {
|
||||
if (is_on_floor()) {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
|
||||
|
||||
if (get_velocity().length() > 0) {
|
||||
if (m_Speed == RunSpeed) {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
|
||||
godot::UtilityFunctions::lerp(
|
||||
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
|
||||
}
|
||||
} else {
|
||||
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
|
||||
}
|
||||
}
|
||||
} // namespace blitz
|
||||
37
src/Player.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/animation_tree.hpp>
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class Player : public godot::CharacterBody3D {
|
||||
|
||||
GDCLASS(Player, godot::CharacterBody3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Player();
|
||||
~Player();
|
||||
|
||||
void _ready();
|
||||
void _physics_process(float delta);
|
||||
void animate(float delta);
|
||||
|
||||
private:
|
||||
godot::Node3D* m_PlayerMesh;
|
||||
godot::Node3D* m_SpringArmPivot;
|
||||
godot::AnimationTree* m_AnimationTree;
|
||||
|
||||
godot::Vector3 m_SnapVector;
|
||||
float m_Speed;
|
||||
/*
|
||||
@onready var player_mesh : Node3D = $Mesh
|
||||
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
|
||||
@onready var animator : AnimationTree = $AnimationTree
|
||||
|
||||
*/
|
||||
};
|
||||
} // namespace blitz
|
||||
65
src/SpringArmPivot.cpp
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "SpringArmPivot.h"
|
||||
|
||||
#include "Player.h"
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/classes/spring_arm3d.hpp>
|
||||
#include <godot_cpp/core/error_macros.hpp>
|
||||
#include <godot_cpp/core/math.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
static const float NormalFov = 75.0;
|
||||
static const float RunFov = 90.0;
|
||||
static const float CameraBlend = 0.05;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
void SpringArmPivot::_bind_methods() {
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("get_dynfov"), &SpringArmPivot::IsFovDynamic);
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("set_dynfov", "dynamic_fov"), &SpringArmPivot::SetDynamicFov);
|
||||
ADD_PROPERTY(godot::PropertyInfo(godot::Variant::BOOL, "dynamic_fov"), "set_dynfov", "get_dynfov");
|
||||
}
|
||||
|
||||
SpringArmPivot::SpringArmPivot() {}
|
||||
|
||||
SpringArmPivot::~SpringArmPivot() {}
|
||||
|
||||
void SpringArmPivot::_ready() {
|
||||
m_SpringArm = Object::cast_to<godot::SpringArm3D>(get_child(0));
|
||||
m_Camera = Object::cast_to<godot::Camera3D>(m_SpringArm->get_child(0));
|
||||
DEV_ASSERT(m_SpringArm);
|
||||
DEV_ASSERT(m_Camera);
|
||||
if (!godot::Engine::get_singleton()->is_editor_hint()) {
|
||||
godot::Input::get_singleton()->set_mouse_mode(godot::Input::MOUSE_MODE_CAPTURED);
|
||||
}
|
||||
}
|
||||
|
||||
void SpringArmPivot::_unhandled_input(const godot::Ref<godot::InputEvent>& p_event) {
|
||||
auto* event = Object::cast_to<godot::InputEventMouseMotion>(p_event.ptr());
|
||||
if (event) {
|
||||
rotate_y(-event->get_relative().x * 0.005);
|
||||
m_SpringArm->rotate_x(-event->get_relative().y * 0.005);
|
||||
|
||||
godot::Vector3 rotationClamped = m_SpringArm->get_rotation();
|
||||
rotationClamped.x = godot::UtilityFunctions::clamp(rotationClamped.x, -Math_PI / 4, Math_PI / 4);
|
||||
m_SpringArm->set_rotation(rotationClamped);
|
||||
}
|
||||
}
|
||||
|
||||
void SpringArmPivot::_physics_process(float delta) {
|
||||
if (m_DynamicFOV) {
|
||||
auto* parent = Object::cast_to<Player>(get_owner());
|
||||
if (parent->is_on_floor()) {
|
||||
if (godot::Input::get_singleton()->is_action_pressed("run")) {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), RunFov, CameraBlend));
|
||||
} else {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
|
||||
}
|
||||
} else {
|
||||
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
38
src/SpringArmPivot.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/input_event.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include <godot_cpp/classes/spring_arm3d.hpp>
|
||||
#include <godot_cpp/classes/camera3d.hpp>
|
||||
|
||||
namespace blitz {
|
||||
class SpringArmPivot : public godot::Node3D {
|
||||
|
||||
GDCLASS(SpringArmPivot, godot::Node3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
SpringArmPivot();
|
||||
~SpringArmPivot();
|
||||
|
||||
void _ready();
|
||||
void _unhandled_input(const godot::Ref<godot::InputEvent>& p_event);
|
||||
void _physics_process(float delta);
|
||||
|
||||
void SetDynamicFov(bool fov) {
|
||||
m_DynamicFOV = fov;
|
||||
}
|
||||
|
||||
bool IsFovDynamic() const {
|
||||
return m_DynamicFOV;
|
||||
}
|
||||
|
||||
private:
|
||||
godot::SpringArm3D* m_SpringArm;
|
||||
godot::Camera3D* m_Camera;
|
||||
|
||||
bool m_DynamicFOV = false;
|
||||
};
|
||||
} // namespace blitz
|
||||
60
src/Zombie.cpp
Normal file
@@ -0,0 +1,60 @@
|
||||
#include "Zombie.h"
|
||||
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace blitz {
|
||||
|
||||
static constexpr float SPEED = 2.0f;
|
||||
|
||||
|
||||
void Zombie::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_m_PlayerPath", "m_PlayerPath"), &Zombie::set_m_PlayerPath);
|
||||
ClassDB::bind_method(D_METHOD("get_m_PlayerPath"), &Zombie::get_m_PlayerPath);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
|
||||
}
|
||||
|
||||
Zombie::Zombie() {}
|
||||
|
||||
Zombie::~Zombie() {}
|
||||
|
||||
void Zombie::_ready() {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->find_child("FirstPersonPlayer"));
|
||||
DEV_ASSERT(m_Player);
|
||||
m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D"));
|
||||
DEV_ASSERT(m_NavigationAgent);
|
||||
m_Velocity = Vector3(0, 0, 0);
|
||||
}
|
||||
|
||||
void Zombie::_process(float a_Delta) {
|
||||
#if DEBUG_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
this->set_velocity(m_Velocity);
|
||||
m_NavigationAgent->set_target_position(m_Player->get_global_position());
|
||||
Vector3 next_nav_point = m_NavigationAgent->get_next_path_position();
|
||||
m_Velocity = (next_nav_point - get_global_position()).normalized() * SPEED;
|
||||
this->set_velocity(m_Velocity);
|
||||
look_at(Vector3(m_Player->get_global_position().x, get_global_position().y, m_Player->get_global_position().z), Vector3(0, 1, 0));
|
||||
move_and_slide();
|
||||
}
|
||||
|
||||
void Zombie::set_m_PlayerPath(const NodePath& path) {
|
||||
m_PlayerPath = path;
|
||||
}
|
||||
|
||||
NodePath Zombie::get_m_PlayerPath() const {
|
||||
return m_PlayerPath;
|
||||
}
|
||||
} // namespace blitz
|
||||
33
src/Zombie.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/character_body3d.hpp>
|
||||
#include <godot_cpp/classes/navigation_agent3d.hpp>
|
||||
#include <godot_cpp/variant/node_path.hpp>
|
||||
#include "FirstPersonPlayer.h"
|
||||
|
||||
|
||||
namespace blitz {
|
||||
class Zombie : public godot::CharacterBody3D {
|
||||
GDCLASS(Zombie, godot::CharacterBody3D)
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Zombie();
|
||||
~Zombie();
|
||||
|
||||
void _ready();
|
||||
void _process(float delta);
|
||||
|
||||
private:
|
||||
godot::NavigationAgent3D* m_NavigationAgent;
|
||||
FirstPersonPlayer* m_Player;
|
||||
godot::NodePath m_PlayerPath;
|
||||
godot::Vector3 m_Velocity;
|
||||
|
||||
void set_m_PlayerPath(const godot::NodePath& path);
|
||||
|
||||
godot::NodePath get_m_PlayerPath() const;
|
||||
};
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,28 +0,0 @@
|
||||
|
||||
#include "gdexample.h"
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void GDExample::_bind_methods() {
|
||||
// ClassDB::bind_method(D_METHOD("_process", "delta"), &GDExample::_process);
|
||||
}
|
||||
|
||||
GDExample::GDExample()
|
||||
{
|
||||
time_passed = 0.0;
|
||||
|
||||
}
|
||||
|
||||
GDExample::~GDExample() {}
|
||||
|
||||
void GDExample::_process(float delta)
|
||||
{
|
||||
time_passed += delta;
|
||||
|
||||
auto new_position = Vector2(
|
||||
10.0 + (10.0 * sin(time_passed * 2.0)),
|
||||
10.0 + (10.0 * cos(time_passed * 1.5)));
|
||||
|
||||
set_position(new_position);
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
#ifndef GDEXAMPLE_H
|
||||
#define GDEXAMPLE_H
|
||||
|
||||
#include <godot_cpp/classes/sprite2d.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
class GDExample : public Sprite2D
|
||||
{
|
||||
GDCLASS(GDExample, Sprite2D)
|
||||
private:
|
||||
double time_passed;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
GDExample();
|
||||
~GDExample();
|
||||
|
||||
void _process(float delta);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
@@ -1,6 +1,10 @@
|
||||
#include "register_types.h"
|
||||
|
||||
#include "gdexample.h"
|
||||
#include "Bullet.h"
|
||||
#include "FirstPersonPlayer.h"
|
||||
#include "Player.h"
|
||||
#include "SpringArmPivot.h"
|
||||
#include "Zombie.h"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -8,31 +12,26 @@
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void initialize_example_module(ModuleInitializationLevel p_level)
|
||||
{
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
|
||||
{
|
||||
void initialize_example_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
|
||||
ClassDB::register_class<GDExample>();
|
||||
ClassDB::register_class<blitz::Player>();
|
||||
ClassDB::register_class<blitz::SpringArmPivot>();
|
||||
ClassDB::register_class<blitz::FirstPersonPlayer>();
|
||||
ClassDB::register_class<blitz::Bullet>();
|
||||
ClassDB::register_class<blitz::Zombie>();
|
||||
}
|
||||
|
||||
void uninitialize_example_module(ModuleInitializationLevel p_level)
|
||||
{
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
|
||||
{
|
||||
void uninitialize_example_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
extern "C"
|
||||
{
|
||||
GDExtensionBool GDE_EXPORT library_init(
|
||||
GDExtensionInterfaceGetProcAddress p_get_proc,
|
||||
const GDExtensionClassLibraryPtr p_library,
|
||||
GDExtensionInitialization *r_initialization)
|
||||
{
|
||||
extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc,
|
||||
const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
|
||||
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
|
||||
|
||||
init_obj.register_initializer(initialize_example_module);
|
||||
@@ -40,5 +39,4 @@ extern "C"
|
||||
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
|
||||
|
||||
return init_obj.init();
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,9 @@
|
||||
|
||||
if is_mode("debug") then
|
||||
add_defines("DEBUG_ENABLED")
|
||||
end
|
||||
|
||||
|
||||
-- more on https://xmake.io/#/manual/project_target
|
||||
target(PROJECT_NAME)
|
||||
set_kind("shared")
|
||||
@@ -35,8 +41,9 @@ target(PROJECT_NAME)
|
||||
on_run(
|
||||
(function(godot_project_folder)
|
||||
return function(target)
|
||||
os.execv("echo", {"godot --path", godot_project_folder})
|
||||
os.exec("godot --path " .. godot_project_folder)
|
||||
local cmd = format("godot --path %s", godot_project_folder)
|
||||
os.execv("echo", {cmd})
|
||||
os.exec(cmd)
|
||||
end
|
||||
end)(GODOT_PROJECT_FOLDER)
|
||||
)
|
||||
|
||||
@@ -37,8 +37,10 @@ task("export")
|
||||
|
||||
local export_path = path.absolute(path.join(publish_folder, project_name))
|
||||
|
||||
os.execv("echo", {"godot", godot_project_file, export_mode, target_platform, export_path})
|
||||
os.exec("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
|
||||
local cmd = format("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
|
||||
|
||||
os.execv("echo", {cmd})
|
||||
os.exec(cmd)
|
||||
end
|
||||
|
||||
end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER, PROJECT_NAME))
|
||||
@@ -202,3 +204,22 @@ android.release.arm64 = "res://lib/libProjectName.android_release_arm64.so"
|
||||
description = "Generate gdextension file",
|
||||
}
|
||||
task_end()
|
||||
|
||||
|
||||
task("import-assets")
|
||||
on_run((function(godot_project_folder, project_name)
|
||||
return function ()
|
||||
local godot_project_file = path.join(godot_project_folder, "project.godot")
|
||||
|
||||
local cmd = format("godot --headless --import %s", godot_project_file)
|
||||
os.execv("echo", {cmd})
|
||||
os.exec(cmd)
|
||||
end
|
||||
end)(GODOT_PROJECT_FOLDER, PROJECT_NAME))
|
||||
|
||||
set_menu {
|
||||
usage = "xmake import-assets",
|
||||
|
||||
description = "Import project assets",
|
||||
}
|
||||
task_end()
|
||||