Quaternius weapons, input fixes, sound & path fixes

- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle)
- Created weapon resource files with balanced stats
- Wired Pistol + Rifle into player.tscn replacing Kenney blasters
- Fixed WASD input (matched input map action names)
- Fixed Escape key toggles mouse capture
- Added Audio autoload singleton
- Fixed broken sound asset paths across all scripts
- Fixed all scene ext_resource text paths (nested under assets/kenney-fps/)
- Fixed all .import source_file paths
- Deleted stale .import files (will be regenerated by editor on open)
This commit is contained in:
2026-07-05 22:53:27 -04:00
parent 695e4db5cd
commit 91b878f347
155 changed files with 20335 additions and 972 deletions
+14 -15
View File
@@ -84,7 +84,7 @@ func _process(delta):
camera.position.y = lerp(camera.position.y, 0.0, delta * 5)
if is_on_floor() and gravity > 1 and !previously_floored: # Landed
Audio.play("sounds/land.ogg")
Audio.play("assets/kenney-fps/sounds/land.ogg")
camera.position.y = -0.1
previously_floored = is_on_floor()
@@ -102,19 +102,18 @@ func _input(event):
handle_rotation(event.relative.x, event.relative.y, false)
func handle_controls(delta):
# Mouse capture
if Input.is_action_just_pressed("mouse_capture"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mouse_captured = true
if Input.is_action_just_pressed("mouse_capture_exit"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mouse_captured = false
input_mouse = Vector2.ZERO
# Mouse capture — Escape toggles
if Input.is_action_just_pressed("escape"):
if mouse_captured:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mouse_captured = false
input_mouse = Vector2.ZERO
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mouse_captured = true
# Movement
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var input := Input.get_vector("move_west", "move_east", "move_north", "move_south")
movement_velocity = Vector3(input.x, 0, input.y).normalized() * movement_speed
# Handle Controller Rotation
@@ -165,7 +164,7 @@ func handle_gravity(delta):
# Jumping
func action_jump():
Audio.play("sounds/jump_a.ogg, sounds/jump_b.ogg, sounds/jump_c.ogg")
Audio.play("assets/kenney-fps/sounds/jump_a.ogg, assets/kenney-fps/sounds/jump_b.ogg, assets/kenney-fps/sounds/jump_c.ogg")
gravity = - jump_strength
jumps_remaining -= 1
@@ -206,7 +205,7 @@ func action_shoot():
# Creating an impact animation
var impact = preload("res://objects/impact.tscn")
var impact = preload("res://assets/kenney-fps/objects/impact.tscn")
var impact_instance = impact.instantiate()
impact_instance.play("shot")
@@ -232,7 +231,7 @@ func action_weapon_toggle():
weapon_index = wrap(weapon_index + 1, 0, weapons.size())
initiate_change_weapon(weapon_index)
Audio.play("sounds/weapon_change.ogg")
Audio.play("assets/kenney-fps/sounds/weapon_change.ogg")
# Initiates the weapon changing animation (tween)