Integrate Kenney Starter Kit FPS assets + comprehensive test suite
Assets (CC0 license): - 3D models: Blaster gun, walls, platforms, grass, clouds, enemy - Sounds: blaster fire, impacts, footsteps, jumps, weapon change - Sprites: crosshair, hit marker, muzzle flash, skybox, blob shadow - Font: Lilita One Code changes: - weapon_manager.gd: load blaster.glb as gun model (replaces box mesh) - player.tscn: use Kenney sounds (blaster.ogg, enemy_hurt/destroy) and crosshair Test suite (100 unit tests + 4 integration scenarios): - weapon_data.gd: 27 tests — all 6 weapons every stat verified - economy.gd: 19 tests — constants, loss streak, buy thresholds - bomb.gd: 15 tests — state machine, timing constants - round_manager.gd: 10 tests — win conditions, elimination logic - team_manager.gd: 8 tests — auto-balance, team assignment - headless_test_bot.gd: integration bot with movement/idle/rounds scenarios - run_multi_bot.sh: multi-client launcher
This commit is contained in:
@@ -0,0 +1,8 @@
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[gd_scene load_steps=2 format=3 uid="uid://b411hfkru5vs7"]
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[ext_resource type="PackedScene" uid="uid://b2p7bbkuxf7m" path="res://models/blaster.glb" id="1_yqvvx"]
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[node name="blaster" instance=ExtResource("1_yqvvx")]
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[node name="blaster2" parent="." index="0"]
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layers = 2
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@@ -0,0 +1,19 @@
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extends Node3D
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var time = 0.0
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var random_number = RandomNumberGenerator.new()
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var random_velocity:float
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var random_time:float
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func _ready():
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random_velocity = random_number.randf_range(0.1, 2.0)
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random_time = random_number.randf_range(0.1, 2.0)
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func _process(delta):
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position.y += (cos(time * random_time) * random_velocity) * delta # Sine movement
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time += delta
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@@ -0,0 +1 @@
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uid://bfgpo8fvf136p
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@@ -0,0 +1,10 @@
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[gd_scene load_steps=3 format=3 uid="uid://oqfhfp1a80qd"]
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[ext_resource type="PackedScene" uid="uid://g2w2608bc2dy" path="res://models/cloud.glb" id="1_2mo3p"]
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[ext_resource type="Script" uid="uid://bfgpo8fvf136p" path="res://objects/cloud.gd" id="2_rmotl"]
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[node name="cube2" instance=ExtResource("1_2mo3p")]
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script = ExtResource("2_rmotl")
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[node name="cube" parent="." index="0"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
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@@ -0,0 +1,68 @@
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extends Node3D
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@export var player: Node3D
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@onready var raycast = $RayCast
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@onready var muzzle_a = $MuzzleA
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@onready var muzzle_b = $MuzzleB
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var health := 100
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var time := 0.0
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var target_position: Vector3
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var destroyed := false
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# When ready, save the initial position
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func _ready():
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target_position = position
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func _process(delta):
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self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true) # Look at player
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target_position.y += (cos(time * 5) * 1) * delta # Sine movement (up and down)
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time += delta
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position = target_position
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# Take damage from player
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func damage(amount):
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Audio.play("sounds/enemy_hurt.ogg")
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health -= amount
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if health <= 0 and !destroyed:
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destroy()
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# Destroy the enemy when out of health
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func destroy():
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Audio.play("sounds/enemy_destroy.ogg")
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destroyed = true
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queue_free()
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# Shoot when timer hits 0
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func _on_timer_timeout():
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raycast.force_raycast_update()
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if raycast.is_colliding():
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var collider = raycast.get_collider()
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if collider.has_method("damage"): # Raycast collides with player
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# Play muzzle flash animation(s)
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muzzle_a.frame = 0
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muzzle_a.play("default")
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muzzle_a.rotation_degrees.z = randf_range(-45, 45)
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muzzle_b.frame = 0
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muzzle_b.play("default")
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muzzle_b.rotation_degrees.z = randf_range(-45, 45)
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Audio.play("sounds/enemy_attack.ogg")
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collider.damage(5) # Apply damage to player
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@@ -0,0 +1 @@
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uid://b6udw8uhlp4ei
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@@ -0,0 +1,36 @@
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[gd_scene load_steps=5 format=3 uid="uid://d2g78tpqbyf5g"]
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[ext_resource type="PackedScene" uid="uid://lde2xq3vq635" path="res://models/enemy-flying.glb" id="1_3v8nl"]
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[ext_resource type="Script" uid="uid://b6udw8uhlp4ei" path="res://objects/enemy.gd" id="1_jg24b"]
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[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="3_iblw5"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_iix87"]
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radius = 0.75
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[node name="enemy-flying" type="Area3D"]
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script = ExtResource("1_jg24b")
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[node name="enemy-flying" parent="." instance=ExtResource("1_3v8nl")]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
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shape = SubResource("SphereShape3D_iix87")
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[node name="RayCast" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, 5)
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[node name="MuzzleA" type="AnimatedSprite3D" parent="."]
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.45, 0.3, 0.4)
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sprite_frames = ExtResource("3_iblw5")
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frame = 2
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[node name="MuzzleB" type="AnimatedSprite3D" parent="."]
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0.45, 0.3, 0.4)
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sprite_frames = ExtResource("3_iblw5")
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frame = 2
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.25
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autostart = true
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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@@ -0,0 +1,7 @@
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extends AnimatedSprite3D
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# Remove this impact effect after the animation has completed
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func _on_animation_finished():
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queue_free()
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@@ -0,0 +1 @@
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uid://bwkexrmt718dx
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@@ -0,0 +1,51 @@
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[gd_scene load_steps=8 format=3 uid="uid://b7070gfoko4mo"]
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[ext_resource type="Texture2D" uid="uid://dh0t42ubhuv0" path="res://sprites/hit.png" id="1_mdfft"]
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[ext_resource type="Script" uid="uid://bwkexrmt718dx" path="res://objects/impact.gd" id="2_k826h"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_8c04i"]
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atlas = ExtResource("1_mdfft")
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region = Rect2(0, 0, 128, 128)
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[sub_resource type="AtlasTexture" id="AtlasTexture_34j4g"]
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atlas = ExtResource("1_mdfft")
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region = Rect2(128, 0, 128, 128)
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[sub_resource type="AtlasTexture" id="AtlasTexture_tk4oq"]
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atlas = ExtResource("1_mdfft")
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region = Rect2(0, 128, 128, 128)
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[sub_resource type="AtlasTexture" id="AtlasTexture_q5m5l"]
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atlas = ExtResource("1_mdfft")
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region = Rect2(128, 128, 128, 128)
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[sub_resource type="SpriteFrames" id="SpriteFrames_nwydm"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_8c04i")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_34j4g")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_tk4oq")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_q5m5l")
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}],
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"loop": false,
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"name": &"shot",
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"speed": 30.0
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}]
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[node name="AnimatedSprite3D" type="AnimatedSprite3D"]
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cast_shadow = 0
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pixel_size = 0.0025
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double_sided = false
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no_depth_test = true
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sprite_frames = SubResource("SpriteFrames_nwydm")
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animation = &"shot"
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script = ExtResource("2_k826h")
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[connection signal="animation_finished" from="." to="." method="_on_animation_finished"]
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -0,0 +1,285 @@
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extends CharacterBody3D
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@export_subgroup("Properties")
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@export var movement_speed = 5
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@export_range(0, 100) var number_of_jumps: int = 2
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@export var jump_strength = 8
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@export_subgroup("Weapons")
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@export var weapons: Array[Weapon] = []
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var weapon: Weapon
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var weapon_index := 0
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var mouse_sensitivity = 700
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var gamepad_sensitivity := 0.075
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var mouse_captured := true
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var movement_velocity: Vector3
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var rotation_target: Vector3
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var input_mouse: Vector2
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var health: int = 100
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var gravity := 0.0
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var previously_floored := false
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var jumps_remaining: int
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var container_offset = Vector3(1.2, -1.1, -2.75)
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var tween: Tween
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signal health_updated
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@onready var camera = $Head/Camera
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@onready var raycast = $Head/Camera/RayCast
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@onready var muzzle = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Muzzle
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@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container
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@onready var sound_footsteps = $SoundFootsteps
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@onready var blaster_cooldown = $Cooldown
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@export var crosshair: TextureRect
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# Functions
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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weapon = weapons[weapon_index] # Weapon must never be nil
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initiate_change_weapon(weapon_index)
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func _process(delta):
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# Handle functions
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handle_controls(delta)
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handle_gravity(delta)
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# Movement
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var applied_velocity: Vector3
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movement_velocity = transform.basis * movement_velocity # Move forward
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applied_velocity = velocity.lerp(movement_velocity, delta * 10)
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applied_velocity.y = - gravity
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velocity = applied_velocity
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move_and_slide()
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# Rotation
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container.position = lerp(container.position, container_offset - (basis.inverse() * applied_velocity / 30), delta * 10)
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# Movement sound
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sound_footsteps.stream_paused = true
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if is_on_floor():
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if abs(velocity.x) > 1 or abs(velocity.z) > 1:
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sound_footsteps.stream_paused = false
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# Landing after jump or falling
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camera.position.y = lerp(camera.position.y, 0.0, delta * 5)
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if is_on_floor() and gravity > 1 and !previously_floored: # Landed
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Audio.play("sounds/land.ogg")
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camera.position.y = -0.1
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previously_floored = is_on_floor()
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# Falling/respawning
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if position.y < -10:
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get_tree().reload_current_scene()
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# Mouse movement
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func _input(event):
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if event is InputEventMouseMotion and mouse_captured:
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input_mouse = event.relative / mouse_sensitivity
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handle_rotation(event.relative.x, event.relative.y, false)
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func handle_controls(delta):
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# Mouse capture
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if Input.is_action_just_pressed("mouse_capture"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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mouse_captured = true
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if Input.is_action_just_pressed("mouse_capture_exit"):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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mouse_captured = false
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input_mouse = Vector2.ZERO
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# Movement
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var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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movement_velocity = Vector3(input.x, 0, input.y).normalized() * movement_speed
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# Handle Controller Rotation
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var rotation_input := Input.get_vector("camera_right", "camera_left", "camera_down", "camera_up")
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if rotation_input:
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handle_rotation(rotation_input.x, rotation_input.y, true, delta)
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# Shooting
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action_shoot()
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# Jumping
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if Input.is_action_just_pressed("jump"):
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if jumps_remaining:
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action_jump()
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# Weapon switching
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action_weapon_toggle()
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# Camera rotation
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func handle_rotation(xRot: float, yRot: float, isController: bool, delta: float = 0.0):
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if isController:
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rotation_target -= Vector3(-yRot, -xRot, 0).limit_length(1.0) * gamepad_sensitivity
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rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
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camera.rotation.x = lerp_angle(camera.rotation.x, rotation_target.x, delta * 25)
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rotation.y = lerp_angle(rotation.y, rotation_target.y, delta * 25)
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else:
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rotation_target += (Vector3(-yRot, -xRot, 0) / mouse_sensitivity)
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rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
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camera.rotation.x = rotation_target.x;
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rotation.y = rotation_target.y;
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# Handle gravity
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func handle_gravity(delta):
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gravity += 20 * delta
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if gravity < 0 and is_on_ceiling():
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gravity = 0
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if gravity > 0 and is_on_floor():
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jumps_remaining = number_of_jumps
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gravity = 0
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# Jumping
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func action_jump():
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Audio.play("sounds/jump_a.ogg, sounds/jump_b.ogg, sounds/jump_c.ogg")
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gravity = - jump_strength
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jumps_remaining -= 1
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# Shooting
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func action_shoot():
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if Input.is_action_pressed("shoot"):
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if !blaster_cooldown.is_stopped(): return # Cooldown for shooting
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Audio.play(weapon.sound_shoot)
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|
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# Set muzzle flash position, play animation
|
||||
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muzzle.play("default")
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||||
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muzzle.rotation_degrees.z = randf_range(-45, 45)
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||||
muzzle.scale = Vector3.ONE * randf_range(0.40, 0.75)
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muzzle.position = container.position - weapon.muzzle_position
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||||
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blaster_cooldown.start(weapon.cooldown)
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# Shoot the weapon, amount based on shot count
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||||
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for n in weapon.shot_count:
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raycast.target_position.x = randf_range(-weapon.spread, weapon.spread)
|
||||
raycast.target_position.y = randf_range(-weapon.spread, weapon.spread)
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||||
|
||||
raycast.force_raycast_update()
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||||
|
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if !raycast.is_colliding(): continue # Don't create impact when raycast didn't hit
|
||||
|
||||
var collider = raycast.get_collider()
|
||||
|
||||
# Hitting an enemy
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||||
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||||
if collider.has_method("damage"):
|
||||
collider.damage(weapon.damage)
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||||
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||||
# Creating an impact animation
|
||||
|
||||
var impact = preload("res://objects/impact.tscn")
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||||
var impact_instance = impact.instantiate()
|
||||
|
||||
impact_instance.play("shot")
|
||||
|
||||
get_tree().root.add_child(impact_instance)
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||||
|
||||
impact_instance.position = raycast.get_collision_point() + (raycast.get_collision_normal() / 10)
|
||||
impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true)
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||||
|
||||
var knockback = random_vec2(weapon.min_knockback, weapon.max_knockback)
|
||||
# print('knockback', knockback)
|
||||
container.position.z += 0.25 # Knockback of weapon visual
|
||||
camera.rotation.x += knockback.x # Knockback of camera
|
||||
rotation.y += knockback.y
|
||||
rotation_target.x += knockback.x
|
||||
rotation_target.y += knockback.y
|
||||
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
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||||
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||||
# Toggle between available weapons (listed in 'weapons')
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||||
|
||||
func action_weapon_toggle():
|
||||
if Input.is_action_just_pressed("weapon_toggle"):
|
||||
weapon_index = wrap(weapon_index + 1, 0, weapons.size())
|
||||
initiate_change_weapon(weapon_index)
|
||||
|
||||
Audio.play("sounds/weapon_change.ogg")
|
||||
|
||||
# Initiates the weapon changing animation (tween)
|
||||
|
||||
func initiate_change_weapon(index):
|
||||
weapon_index = index
|
||||
|
||||
tween = get_tree().create_tween()
|
||||
tween.set_ease(Tween.EASE_OUT_IN)
|
||||
tween.tween_property(container, "position", container_offset - Vector3(0, 1, 0), 0.1)
|
||||
tween.tween_callback(change_weapon) # Changes the model
|
||||
|
||||
# Switches the weapon model (off-screen)
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||||
|
||||
func change_weapon():
|
||||
weapon = weapons[weapon_index]
|
||||
|
||||
# Step 1. Remove previous weapon model(s) from container
|
||||
|
||||
for n in container.get_children():
|
||||
container.remove_child(n)
|
||||
|
||||
# Step 2. Place new weapon model in container
|
||||
|
||||
var weapon_model = weapon.model.instantiate()
|
||||
container.add_child(weapon_model)
|
||||
|
||||
weapon_model.position = weapon.position
|
||||
weapon_model.rotation_degrees = weapon.rotation
|
||||
|
||||
# Step 3. Set model to only render on layer 2 (the weapon camera)
|
||||
|
||||
for child in weapon_model.find_children("*", "MeshInstance3D"):
|
||||
child.layers = 2
|
||||
|
||||
# Set weapon data
|
||||
|
||||
raycast.target_position = Vector3(0, 0, -1) * weapon.max_distance
|
||||
crosshair.texture = weapon.crosshair
|
||||
|
||||
func damage(amount):
|
||||
health -= amount
|
||||
health_updated.emit(health) # Update health on HUD
|
||||
|
||||
if health < 0:
|
||||
get_tree().reload_current_scene() # Reset when out of health
|
||||
|
||||
# Create a random knockback vector
|
||||
static func random_vec2(_min: Vector2, _max: Vector2) -> Vector2:
|
||||
var _sign = -1 if randi() % 2 == 0 else 1
|
||||
return Vector2(randf_range(_min.x, _max.x), randf_range(_min.y, _max.y) * _sign)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cu47grjp072jk
|
||||
@@ -0,0 +1,78 @@
|
||||
[gd_scene load_steps=9 format=3 uid="uid://dl2ed4gkybggf"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cu47grjp072jk" path="res://objects/player.gd" id="1_ffboj"]
|
||||
[ext_resource type="Resource" uid="uid://cu2gtxlcmbb34" path="res://weapons/blaster-repeater.tres" id="2_6epbw"]
|
||||
[ext_resource type="Texture2D" uid="uid://8ggihh27mlrr" path="res://sprites/blob_shadow.png" id="2_b0fo8"]
|
||||
[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://scripts/weapon.gd" id="2_i825w"]
|
||||
[ext_resource type="Resource" uid="uid://c56y8pqoyk15f" path="res://weapons/blaster.tres" id="3_kr4p8"]
|
||||
[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="4_m6ukc"]
|
||||
[ext_resource type="AudioStream" uid="uid://cydjn1ct3hps2" path="res://sounds/walking.ogg" id="5_ics1s"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_gdq8c"]
|
||||
radius = 0.3
|
||||
height = 1.0
|
||||
|
||||
[node name="Player" type="CharacterBody3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
||||
script = ExtResource("1_ffboj")
|
||||
weapons = Array[ExtResource("2_i825w")]([ExtResource("3_kr4p8"), ExtResource("2_6epbw")])
|
||||
|
||||
[node name="Collider" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
|
||||
shape = SubResource("CapsuleShape3D_gdq8c")
|
||||
|
||||
[node name="Head" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
|
||||
[node name="Camera" type="Camera3D" parent="Head"]
|
||||
cull_mask = 1048573
|
||||
current = true
|
||||
fov = 80.0
|
||||
|
||||
[node name="SubViewportContainer" type="SubViewportContainer" parent="Head/Camera"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
stretch = true
|
||||
|
||||
[node name="SubViewport" type="SubViewport" parent="Head/Camera/SubViewportContainer"]
|
||||
transparent_bg = true
|
||||
handle_input_locally = false
|
||||
msaa_3d = 1
|
||||
size = Vector2i(1280, 720)
|
||||
render_target_update_mode = 4
|
||||
|
||||
[node name="CameraItem" type="Camera3D" parent="Head/Camera/SubViewportContainer/SubViewport"]
|
||||
cull_mask = 1047554
|
||||
fov = 40.0
|
||||
|
||||
[node name="Container" type="Node3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.2, -1, -2.25)
|
||||
|
||||
[node name="Muzzle" type="AnimatedSprite3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, -0.75, -6)
|
||||
layers = 2
|
||||
sprite_frames = ExtResource("4_m6ukc")
|
||||
frame = 2
|
||||
|
||||
[node name="RayCast" type="RayCast3D" parent="Head/Camera"]
|
||||
exclude_parent = false
|
||||
target_position = Vector3(0, 0, -10)
|
||||
collide_with_areas = true
|
||||
|
||||
[node name="Shadow" type="Decal" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
|
||||
size = Vector3(1, 2, 1)
|
||||
texture_albedo = ExtResource("2_b0fo8")
|
||||
modulate = Color(1, 1, 1, 0.705882)
|
||||
normal_fade = 0.5
|
||||
|
||||
[node name="SoundFootsteps" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("5_ics1s")
|
||||
volume_db = -5.0
|
||||
autoplay = true
|
||||
|
||||
[node name="Cooldown" type="Timer" parent="."]
|
||||
one_shot = true
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user