Round system

This commit is contained in:
Rendo 2025-11-29 23:46:16 +05:00
commit 3df8247a84
32 changed files with 573 additions and 123 deletions

View file

@ -7,6 +7,7 @@ extends State
@export var toggle: bool = false
@export var stand_up_area: Area3D
@export var player: Player
@export var player_movement: PlayerMovement
@export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1
@export var weapon_system: WeaponSystem
@ -28,15 +29,7 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):

View file

@ -0,0 +1,12 @@
extends State
@export var animation_player: AnimationPlayer
func on_death() -> void:
transition.emit("Death")
func enter() -> void:
animation_player.play("die")
func exit() -> void:
pass

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@ -0,0 +1 @@
uid://tb140f8fweug

View file

@ -1,6 +1,7 @@
extends State
@export var player: Player
@export var player_movement: PlayerMovement
@export var max_speed: float = 5.0
@export var acceleration: float
@export var weapon_system: WeaponSystem
@ -20,11 +21,4 @@ func physics_update(delta: float) -> void:
player.velocity += player.get_gravity() * delta
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
if abs(player.velocity.x + direction.x * acceleration * delta) < abs(modified_max_speed * direction.x):
player.velocity.x += direction.x * acceleration * delta
if abs(player.velocity.z + direction.z * acceleration * delta) < abs(modified_max_speed * direction.z):
player.velocity.z += direction.z * acceleration * delta
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,0,delta)

View file

@ -5,6 +5,7 @@ extends State
@export var deceleration: float = 200.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
func enter() -> void:
@ -17,7 +18,7 @@ func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY
player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier())
transition.emit("Fall")
return
@ -25,15 +26,7 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_pressed("plr_crouch"):

View file

@ -5,6 +5,7 @@ extends State
@export var deceleration: float = 100.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
func enter() -> void:
@ -25,15 +26,7 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_released("plr_walk"):