Round system
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bcb42f8d16
commit
3df8247a84
32 changed files with 573 additions and 123 deletions
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@ -7,6 +7,7 @@ extends State
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@export var toggle: bool = false
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@export var stand_up_area: Area3D
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var animation_player: AnimationPlayer
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@export var crouch_time: float = 0.1
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@export var weapon_system: WeaponSystem
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@ -28,15 +29,7 @@ func physics_update(delta: float) -> void:
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
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if direction:
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player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
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player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
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player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func state_input(event: InputEvent) -> void:
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if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):
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12
scripts/player/states/death.gd
Normal file
12
scripts/player/states/death.gd
Normal file
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@ -0,0 +1,12 @@
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extends State
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@export var animation_player: AnimationPlayer
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func on_death() -> void:
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transition.emit("Death")
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func enter() -> void:
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animation_player.play("die")
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func exit() -> void:
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pass
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1
scripts/player/states/death.gd.uid
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1
scripts/player/states/death.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://tb140f8fweug
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@ -1,6 +1,7 @@
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extends State
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var max_speed: float = 5.0
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@export var acceleration: float
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@export var weapon_system: WeaponSystem
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@ -20,11 +21,4 @@ func physics_update(delta: float) -> void:
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player.velocity += player.get_gravity() * delta
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
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if direction:
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if abs(player.velocity.x + direction.x * acceleration * delta) < abs(modified_max_speed * direction.x):
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player.velocity.x += direction.x * acceleration * delta
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if abs(player.velocity.z + direction.z * acceleration * delta) < abs(modified_max_speed * direction.z):
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player.velocity.z += direction.z * acceleration * delta
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,0,delta)
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@ -5,6 +5,7 @@ extends State
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@export var deceleration: float = 200.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var weapon_system: WeaponSystem
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func enter() -> void:
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@ -17,7 +18,7 @@ func physics_update(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
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player.velocity.y = JUMP_VELOCITY
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player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier())
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transition.emit("Fall")
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return
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@ -25,15 +26,7 @@ func physics_update(delta: float) -> void:
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
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if direction:
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player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
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player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
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player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func state_input(event: InputEvent) -> void:
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if event.is_action_pressed("plr_crouch"):
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@ -5,6 +5,7 @@ extends State
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@export var deceleration: float = 100.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var weapon_system: WeaponSystem
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func enter() -> void:
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@ -25,15 +26,7 @@ func physics_update(delta: float) -> void:
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
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if direction:
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player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
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player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
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player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func state_input(event: InputEvent) -> void:
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if event.is_action_released("plr_walk"):
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