60 lines
1.7 KiB
GDScript
60 lines
1.7 KiB
GDScript
extends Area3D
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signal exploded
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@export var muzzle_velocity = 100 # How fast the bullets are
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@export var g = Vector3.DOWN * 5
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@onready var bulletAuthority = get_multiplayer_authority()
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var velocity = Vector3.ZERO
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var audio_stream_player = AudioStreamPlayer.new()
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func _ready():
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name = str("bullet ", bulletAuthority, "-0")
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func _physics_process(delta):
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velocity += g * delta # Bullet gravity
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look_at(transform.origin + velocity.normalized(), Vector3.UP)
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transform.origin += velocity * delta
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if is_multiplayer_authority():
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for body in get_overlapping_bodies():
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if body.get_path() == Global.selfTeddy:
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pass
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elif body.is_in_group("human"):
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var playerShot = body.get_multiplayer_authority()
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print("Bullet hit ", playerShot)
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rpc("damage_player")
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rpc_id(playerShot,"take_damage", Global.playerName)
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self.queue_free()
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elif body.is_in_group("AI"):
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print("Bullet hit an AI player")
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Global.AIHit = true
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self.queue_free()
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else:
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print("Bullet hit something else")
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self.queue_free()
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await get_tree().create_timer(2).timeout
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self.queue_free()
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func _on_Shell_body_entered(body):
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emit_signal("exploded", transform.origin)
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queue_free()
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@rpc("any_peer", "call_remote", "reliable")
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func damage_player(): # This can be used later to make sure the server and all other peers know the health of all other players
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self.queue_free()
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@rpc("any_peer", "call_remote")
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func take_damage(damager):
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var damage = RandomNumberGenerator.new().randi_range(7, 16)
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Global.playerHealth = Global.playerHealth - damage
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Global.lastPersonToHitMe = damager
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Global.spawnCotton = true
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play_audio(load("res://sounds/hit.mp3"))
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func play_audio(audio):
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audio_stream_player.set_stream(audio)
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add_child(audio_stream_player)
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audio_stream_player.play()
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