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2 commits

Author SHA1 Message Date
bb914ca82c sprite merge 2025-07-18 16:22:02 +03:00
ec7b08812d some glue code between player and weapon 2025-07-18 16:21:30 +03:00
6 changed files with 100 additions and 124 deletions

View file

@ -5,23 +5,6 @@
[ext_resource type="Texture2D" uid="uid://bwfkjfpk4dwx0" path="res://base/assets/guns/placeholder/shoot2.png" id="10_mjqfp"]
[ext_resource type="Texture2D" uid="uid://bp1frp3sm8bic" path="res://base/assets/guns/placeholder/shoot3.png" id="11_0d256"]
[sub_resource type="Animation" id="Animation_ma1q3"]
resource_name = "static"
length = 0.001
step = 0.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_yheqn")]
}
[sub_resource type="Animation" id="Animation_i1xqq"]
length = 0.001
tracks/0/type = "value"
@ -54,6 +37,23 @@ tracks/0/keys = {
"values": [ExtResource("1_yheqn"), ExtResource("9_6fi3a"), ExtResource("10_mjqfp"), ExtResource("11_0d256")]
}
[sub_resource type="Animation" id="Animation_ma1q3"]
resource_name = "static"
length = 0.001
step = 0.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_yheqn")]
}
[resource]
_data = {
&"RESET": SubResource("Animation_i1xqq"),

View file

@ -1,83 +1,10 @@
[gd_scene load_steps=11 format=3 uid="uid://dwx5tcatj35gu"]
[gd_scene load_steps=4 format=3 uid="uid://dwx5tcatj35gu"]
[ext_resource type="Script" uid="uid://dts8lbivkgsmj" path="res://base/scripts/player/player.gd" id="1_1w3ab"]
[ext_resource type="Texture2D" uid="uid://cf7avgppv4kfk" path="res://base/assets/guns/placeholder/static.png" id="1_7s1wv"]
[ext_resource type="Texture2D" uid="uid://cfw6p5g680c55" path="res://base/assets/guns/placeholder/shoot1.png" id="2_7ptt8"]
[ext_resource type="Texture2D" uid="uid://bwfkjfpk4dwx0" path="res://base/assets/guns/placeholder/shoot2.png" id="3_1w3ab"]
[ext_resource type="Texture2D" uid="uid://bp1frp3sm8bic" path="res://base/assets/guns/placeholder/shoot3.png" id="4_gt0rj"]
[ext_resource type="PackedScene" uid="uid://bb6ovrbusyxpi" path="res://base/scenes/weapons/weapon_base.tscn" id="2_ma1q3"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jjqxs"]
[sub_resource type="Animation" id="Animation_i1xqq"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [null]
}
[sub_resource type="Animation" id="Animation_8sdfx"]
resource_name = "shoot"
length = 0.30001
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [ExtResource("2_7ptt8"), ExtResource("3_1w3ab"), ExtResource("4_gt0rj")]
}
tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../..")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.3),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"shoot_animation_ended"
}]
}
[sub_resource type="Animation" id="Animation_ma1q3"]
resource_name = "static"
length = 0.001
step = 0.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_7s1wv")]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_7ptt8"]
_data = {
&"RESET": SubResource("Animation_i1xqq"),
&"shoot": SubResource("Animation_8sdfx"),
&"static": SubResource("Animation_ma1q3")
}
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 3
@ -104,7 +31,8 @@ size_flags_vertical = 3
stretch_mode = 6
[node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Weapon"]
libraries = {
&"": SubResource("AnimationLibrary_7ptt8")
}
autoplay = "static"
[node name="WeaponContainer" type="Node3D" parent="."]
[node name="Weapon" parent="WeaponContainer" instance=ExtResource("2_ma1q3")]

View file

@ -1,13 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://bb6ovrbusyxpi"]
[gd_scene load_steps=6 format=3 uid="uid://bb6ovrbusyxpi"]
[ext_resource type="Script" uid="uid://bf0q3xe6oavqa" path="res://base/scripts/weapons/weapon_base.gd" id="1_rwatx"]
[ext_resource type="Script" path="res://base/scripts/weapons/fire_mode/single_fire_mode.gd" id="2_bt0tf"]
[ext_resource type="Script" uid="uid://bvurg687pt06s" path="res://base/scripts/weapons/barrel.gd" id="2_n0n7m"]
[ext_resource type="AnimationLibrary" uid="uid://cw8bt4hqxpk55" path="res://base/assets/guns/placeholder/placeholder.tres" id="2_p83j3"]
[node name="Weapon" type="Node3D" node_paths=PackedStringArray("barrel")]
[sub_resource type="Resource" id="Resource_ij06d"]
script = ExtResource("2_bt0tf")
fire_delay = 0.3
metadata/_custom_type_script = "uid://ckexgw71dd5jc"
[node name="Weapon" type="Node3D"]
script = ExtResource("1_rwatx")
barrel = NodePath("Barrel")
uses_hands = Array[int]([1])
fire_mode = SubResource("Resource_ij06d")
animation_library = ExtResource("2_p83j3")
[node name="Barrel" type="Node3D" parent="."]

View file

@ -9,17 +9,22 @@ var queue: CommandQueue = CommandQueue.new()
@onready var camera: Camera3D = $"Camera"
@onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer"
@onready var weapons: Node3D = $"WeaponContainer"
var current_weapon: Weapon
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
queue.command_pushed.connect(on_queue_command_pushed)
queue.command_popped.connect(on_queue_command_popped)
weapon_player.play("static")
current_weapon = weapons.get_child(0) as Weapon
weapon_player.add_animation_library("current", current_weapon.animation_library)
weapon_player.play("current/static")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _process(_delta: float) -> void:
# TODO: use proper weapon system, this is just for testing command queue
if Input.is_action_pressed("shoot") \
and queue.current_command(CommandQueue.Side.RIGHT) \
== CommandQueue.DEFAULT_COMMAND:
@ -30,8 +35,15 @@ func _process(_delta: float) -> void:
CommandQueue.Side.LEFT,
CommandQueue.Side.RIGHT
])
for side in CommandQueue.Side.values():
var command = queue.current_command(side)
match side:
CommandQueue.Side.LEFT:
handle_current_left_command(command)
CommandQueue.Side.RIGHT:
handle_current_right_command(command)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
var direction = Vector3.ZERO
direction.z = Input.get_axis("move_forward", "move_backward")
@ -62,22 +74,6 @@ func on_queue_command_pushed(sides, commands):
CommandQueue.Side.RIGHT:
handle_new_right_command(commands[i])
func handle_new_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('New command %s is not implemented for left hand.' % str(command))
func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
CommandQueue.Command.SHOOT:
weapon_player.play('shoot')
_:
print('New command %s is not implemented for right hand.' % str(command))
func shoot_animation_ended():
queue.pop()
@ -89,18 +85,46 @@ func on_queue_command_popped(commands):
CommandQueue.Side.RIGHT:
handle_ended_right_command(commands[i])
func handle_new_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('New command %s is not implemented for left hand.' % command)
func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE | CommandQueue.Command.SHOOT:
pass
_:
print('New command %s is not implemented for right hand.' % command)
func handle_ended_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Ended command %s is not implemented for left hand.' % str(command))
print('Ended command %s is not implemented for left hand.' % command)
func handle_ended_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
CommandQueue.Command.SHOOT:
weapon_player.play('static')
weapon_player.play('current/static')
_:
print('Ended command %s is not implemented for right hand.' % str(command))
print('Ended command %s is not implemented for right hand.' % command)
func handle_current_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for left hand.' % command)
func handle_current_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for right hand.' % command)

View file

@ -18,7 +18,6 @@ func _on_fire_begin(_tree : SceneTree) -> void:
cooldown = false
check_unfinished_timer(cooldown_timer,on_cooldown_timeout)
func _process(tree : SceneTree) -> void:
if can_fire() :
return

View file

@ -2,7 +2,7 @@ extends Node3D
class_name Weapon
@export var barrel: Barrel
@onready var barrel = $"Barrel"
@export var uses_hands: Array[CommandQueue.Side]
@export var max_ammo: int = 7
@ -12,3 +12,22 @@ var ammo: int = max_ammo
@export var fire_mode: BaseFireMode
## Weapon animation library. Should contain "static", "fire", "reload" animations
@export var animation_library: AnimationLibrary
var is_firing: bool = false
func _ready() -> void:
fire_mode.barrel = barrel
## Begin to fire
func request_fire() -> void:
fire_mode.on_fire_begin(get_tree())
is_firing = true
func _process(_dt) -> void:
if is_firing:
fire_mode._process(get_tree())
## End fire
func end_fire() -> void:
fire_mode.on_fire_end(get_tree())
is_firing = false