Added crosshair
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e11945f93f
commit
ec05c7d61a
14 changed files with 58 additions and 13 deletions
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@ -11,14 +11,13 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var neck := $CollisionShape3D/Neck
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@onready var neck := $CollisionShape3D/Neck
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@onready var camera := $CollisionShape3D/Neck/Camera3D
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@onready var camera := $CollisionShape3D/Neck/Camera3D
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@onready var selfTeddy = self.get_path()
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@onready var selfTeddy = self.get_path()
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var teddyNode
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@onready var teddyParent = get_node(selfTeddy).get_parent()
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var globalscene
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var globalscene
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func _ready():
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func _ready():
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Global.playingGame = true
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Global.playingGame = true
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Global.selfTeddy = selfTeddy
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Global.selfTeddy = selfTeddy
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teddyNode = get_node(selfTeddy)
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func _unhandled_input(event):
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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@ -93,7 +92,7 @@ func _physics_process(delta):
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if Global.menuOpen == false:
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if Global.menuOpen == false:
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print("shoot")
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print("shoot")
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var b = Bullet.instantiate()
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var b = Bullet.instantiate()
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teddyNode.add_child(b) ### DO RESEARCH ON WHAT OWNER IS DEFINED AS, I FORGOT WHAT IT IS. FOR NOW IT WILL BE REPLACED WITH teddyNode BUT BULLETS ARE WACK THIS WAY
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teddyParent.add_child(b)
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b.transform = $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_transform
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b.transform = $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_transform
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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if Input.is_action_just_pressed("console"):
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if Input.is_action_just_pressed("console"):
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@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
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[params]
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[params]
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compress/mode=0
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=false
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@ -17,7 +17,7 @@ func _physics_process(delta):
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transform.origin += velocity * delta
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transform.origin += velocity * delta
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for body in get_overlapping_bodies():
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for body in get_overlapping_bodies():
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if body.get_path() == Global.selfTeddy:
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if body.get_path() == Global.selfTeddy: # We need to modify this to make the player not invinsible
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pass
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pass
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elif body.is_in_group("human"):
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elif body.is_in_group("human"):
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print("Bullet hit a human player")
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print("Bullet hit a human player")
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@ -30,6 +30,8 @@ func _physics_process(delta):
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else:
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else:
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print("Bullet hit something else")
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print("Bullet hit something else")
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self.queue_free()
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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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func _on_Shell_body_entered(body):
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@ -4,15 +4,15 @@
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[ext_resource type="PackedScene" uid="uid://pni78bumc5f5" path="res://objects/Bullet/model/Bullet.dae" id="2"]
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[ext_resource type="PackedScene" uid="uid://pni78bumc5f5" path="res://objects/Bullet/model/Bullet.dae" id="2"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_jya8v"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_jya8v"]
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size = Vector3(0.40456, 0.406836, 0.393048)
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size = Vector3(0.173025, 0.105384, 0.0953652)
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[node name="Bullet" type="Area3D" groups=["bullet"]]
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[node name="Bullet" type="Area3D" groups=["bullet"]]
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transform = Transform3D(0.979715, 0, 0, 0, 0.979715, 0, 0, 0, 0.979715, 0, 0, 0)
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transform = Transform3D(0.979715, 0, 0, 0, 0.979715, 0, 0, 0, 0.979715, 0, 0, 0)
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script = ExtResource("1")
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script = ExtResource("1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." groups=["bullet"]]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." groups=["bullet"]]
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transform = Transform3D(0.957696, 0, 0, 0, 1, 0, 0, 0, 1.66763, 0, 0, -0.295843)
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transform = Transform3D(0.957696, 0, 0, 0, 1, 0, 0, 0, 1.66763, 2.08165e-12, 0.109855, 2.08165e-12)
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shape = SubResource("BoxShape3D_jya8v")
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shape = SubResource("BoxShape3D_jya8v")
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[node name="Bullet" parent="." instance=ExtResource("2")]
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[node name="Bullet" parent="." instance=ExtResource("2")]
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transform = Transform3D(0.200224, 0, 0, 0, -8.75207e-09, 0.200224, 0, -0.200224, -8.75207e-09, 0, 0, 0)
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transform = Transform3D(0.05, -6.0734e-17, -2.65477e-24, 0, -2.18557e-09, 0.0499999, -6.0734e-17, -0.05, -2.18557e-09, 2.08165e-12, 0.0990669, 0.0735058)
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@ -26,6 +26,7 @@ skins/use_named_skins=true
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animation/import=true
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animation/import=true
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animation/fps=15
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animation/fps=15
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animation/trimming=false
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animation/trimming=false
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animation/remove_immutable_tracks=true
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import_script/path=""
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import_script/path=""
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_subresources={}
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_subresources={}
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meshes/handle_gltf_embedded_images=1
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gltf/embedded_image_handling=1
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@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://ytbacsuahxie"]
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[gd_scene load_steps=3 format=3 uid="uid://ytbacsuahxie"]
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[ext_resource type="Script" path="res://scripts/HUD.gd" id="1_mqiiw"]
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[ext_resource type="Script" path="res://scripts/HUD.gd" id="1_mqiiw"]
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[ext_resource type="Texture2D" uid="uid://tjvdle3jlb6g" path="res://textures/crosshair1.png" id="2_5dvrx"]
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[node name="HUD" type="Control"]
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[node name="HUD" type="Control"]
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layout_mode = 3
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layout_mode = 3
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@ -29,3 +30,8 @@ offset_top = 602.0
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offset_right = 165.0
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offset_right = 165.0
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offset_bottom = 629.0
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offset_bottom = 629.0
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value = 100.0
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value = 100.0
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[node name="Crosshair1" type="Sprite2D" parent="."]
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position = Vector2(575, 323)
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scale = Vector2(0.0351562, 0.0351562)
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texture = ExtResource("2_5dvrx")
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@ -52,3 +52,4 @@ func reset_variables():
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func add_player_character(mapNode):
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func add_player_character(mapNode):
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var player_character = preload("res://scenes/Teddy.tscn").instantiate()
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var player_character = preload("res://scenes/Teddy.tscn").instantiate()
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mapNode.add_child(player_character)
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mapNode.add_child(player_character)
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player_character.position.y = 1
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@ -37,6 +37,7 @@ func _on_start_button_pressed():
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print("Player chose player limit: ", intMAX)
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print("Player chose player limit: ", intMAX)
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Networking.create_server(intPORT, intMAX)
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Networking.create_server(intPORT, intMAX)
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Networking.load_map(SCENE)
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Networking.load_map(SCENE)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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else:
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$mapSelected.text = "NO MAX PLAYERS SELECTED"
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$mapSelected.text = "NO MAX PLAYERS SELECTED"
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else:
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else:
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@ -3,6 +3,7 @@ extends Node
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var peer = ENetMultiplayerPeer.new()
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var peer = ENetMultiplayerPeer.new()
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var SCENE = "res://scenes/playground.tscn"
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var SCENE = "res://scenes/playground.tscn"
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func create_server(port, maxPlayers):
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func create_server(port, maxPlayers):
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var result = peer.create_server(port, maxPlayers) # Second paramater specifies the player limit. Can be anything between 1 and 4095
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var result = peer.create_server(port, maxPlayers) # Second paramater specifies the player limit. Can be anything between 1 and 4095
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multiplayer.multiplayer_peer = peer
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multiplayer.multiplayer_peer = peer
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@ -27,7 +28,7 @@ func load_map(map):
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Global.multiplayerCurrent = true
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Global.multiplayerCurrent = true
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get_tree().change_scene_to_file(map)
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get_tree().change_scene_to_file(map)
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@rpc
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@rpc("any_peer", "call_remote")
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func add_newly_connected_player_character():
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func add_newly_connected_player_character():
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print("add_newly_connected_player_character() has been run!")
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print("add_newly_connected_player_character() has been run!")
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load_map(SCENE)
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load_map(SCENE)
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@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/blender.svg-30745d3fde109c2dd09fe06f35ced49b.
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[params]
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[params]
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compress/mode=0
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=false
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@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/godot.svg-dfd0c6d0b550de1675c2ab4f6216d77f.ct
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[params]
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[params]
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compress/mode=0
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=false
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BIN
textures/crosshair1.png
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textures/crosshair1.png
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After Width: | Height: | Size: 20 KiB |
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textures/crosshair1.png.import
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34
textures/crosshair1.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://tjvdle3jlb6g"
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path="res://.godot/imported/crosshair1.png-11432286ab233e4857bd47dda54ae015.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://textures/crosshair1.png"
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dest_files=["res://.godot/imported/crosshair1.png-11432286ab233e4857bd47dda54ae015.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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