add modding support

This commit is contained in:
2022-12-31 03:48:00 +01:00
parent d2ed1afdc7
commit 56255f5473
25 changed files with 82 additions and 1782 deletions

BIN
Game.exr

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@@ -2,7 +2,7 @@ extends Node3D
@onready var label : Label = $CanvasLayer/Label @onready var label : Label = $CanvasLayer/Label
@onready var player : CharacterBody3D = $PlayerQ3 @onready var player : CharacterBody3D = $TBLoader/PlayerQ3
func _ready(): func _ready():

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# SCOOM (name may be changed)
Developing a 3D game inspired by Doom64 on Godot 4 engine.
Using:
- [Simple-Q3-Controller](https://github.com/fossegutten/Simple-Q3-Controller) by fossegutten
- [CrosshairShader](https://github.com/0xspig/CrosshairShader) by 0xspig

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@tool
extends EditorPlugin
func _enter_tree() -> void:
add_custom_type(
"SfxrStreamPlayer", "AudioStreamPlayer", load("res://addons/godot_sfxr/SfxrStreamPlayer.gd"),
get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer", "EditorIcons"))
add_custom_type(
"SfxrStreamPlayer2D", "AudioStreamPlayer2D", load("res://addons/godot_sfxr/SfxrStreamPlayer2D.gd"),
get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer2D", "EditorIcons"))
add_custom_type(
"SfxrStreamPlayer3D", "AudioStreamPlayer3D", load("res://addons/godot_sfxr/SfxrStreamPlayer3D.gd"),
get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer3D", "EditorIcons"))
func _exit_tree() -> void:
remove_custom_type("SfxrStreamPlayer")
remove_custom_type("SfxrStreamPlayer2D")
remove_custom_type("SfxrStreamPlayer3D")

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extends RefCounted
class_name SfxrGenerator
var params
var wave_shape: int
var repeat_time: float
var elapsed_since_repeat: float
var arpeggio_time: int
var arpeggio_multiplier: float
var period: float
var period_mult: float
var period_mult_slide: float
var period_max: float
var enable_frequency_cutoff: bool
var duty_cycle: float
var duty_cycle_slide: float
var fltw: float
var fltw_d: float
var fltdmp: float
var flthp: float
var flthp_d: float
var enable_low_pass_filter: bool
var vibrato_speed: float
var vibrato_amplitude: float
var envelope_length: Array
var envelope_punch: float
var flanger_offset: float
var flanger_offset_slide: float
var gain: float
var sample_rate: float
func init_params(stream_player) -> void:
params = stream_player
prepare_values()
# Wave shape
wave_shape = params.wave_type
# Filter
fltw = pow(params.p_lpf_freq, 3.0) * 0.1
enable_low_pass_filter = params.p_lpf_freq != 1.0
fltw_d = 1.0 + params.p_lpf_ramp * 0.0001
fltdmp = 5.0 / (1.0 + pow(params.p_lpf_resonance, 2.0) * 20.0) * (0.01 + fltw)
if (fltdmp > 0.8):
fltdmp = 0.8
flthp = pow(params.p_hpf_freq, 2.0) * 0.1
flthp_d = 1 + params.p_hpf_ramp * 0.0003
# Vibrato
vibrato_speed = pow(params.p_vib_speed, 2.0) * 0.01
vibrato_amplitude = params.p_vib_strength * 0.5
# Envelope
envelope_length = [
floor(params.p_env_attack * params.p_env_attack * 100000.0),
floor(params.p_env_sustain * params.p_env_sustain * 100000.0),
floor(params.p_env_decay * params.p_env_decay * 100000.0),
]
envelope_punch = params.p_env_punch
# Flanger
flanger_offset = pow(params.p_pha_offset, 2.0) * 1020.0
if (params.p_pha_offset < 0.0):
flanger_offset = -flanger_offset
flanger_offset_slide = pow(params.p_pha_ramp, 2.0) * 1.0
if (params.p_pha_ramp < 0.0):
flanger_offset_slide = -flanger_offset_slide
# Repeat
repeat_time = floor(pow(1 - params.p_repeat_speed, 2.0) * 20000.0 + 32.0)
if (params.p_repeat_speed == 0.0):
repeat_time = 0.0
gain = exp(params.sound_vol) - 1.0
sample_rate = params.sample_rate
func prepare_values() -> void:
elapsed_since_repeat = 0.0
period = 100.0 / (params.p_base_freq * params.p_base_freq + 0.001)
period_max = 100.0 / (params.p_freq_limit * params.p_freq_limit + 0.001)
enable_frequency_cutoff = params.p_freq_limit > 0.0
period_mult = 1.0 - pow(params.p_freq_ramp, 3.0) * 0.01
period_mult_slide = -pow(params.p_freq_dramp, 3.0) * 0.000001
duty_cycle = 0.5 - params.p_duty * 0.5
duty_cycle_slide = -params.p_duty_ramp * 0.00005
if (params.p_arp_mod >= 0.0):
arpeggio_multiplier = 1.0 - pow(params.p_arp_mod, 2.0) * 0.9
else:
arpeggio_multiplier = 1.0 + pow(params.p_arp_mod, 2.0) * 10.0
arpeggio_time = floor(pow(1.0 - params.p_arp_speed, 2.0) * 20000.0 + 32.0)
if (params.p_arp_speed == 1.0):
arpeggio_time = 0
func get_raw_buffer() -> Array:
randomize()
var fltp: float = 0.0
var fltdp: float = 0.0
var fltphp: float = 0.0
var noise_buffer_length: int = 32
var noise_buffer: Array = []
for i in noise_buffer_length:
noise_buffer.append(randf() * 2.0 - 1.0)
var envelope_stage: int = 0
var envelope_elapsed: float = 0.0
var vibrato_phase: float = 0.0
var phase: int = 0
var ipp: int = 0
var flanger_buffer_length: int = 1024
var flanger_buffer: Array = []
for i in flanger_buffer_length:
flanger_buffer.append(0.0)
var _buffer: Array = []
var sample_sum: float = 0.0
var num_summed: float = 0.0
var summands: int = floor(44100.0 / sample_rate)
var t: float = -1.0
while t < INF:
t += 1
# Repeats
elapsed_since_repeat += 1.0
if (repeat_time != 0.0 and elapsed_since_repeat >= repeat_time):
prepare_values()
# Arpeggio (single)
if (arpeggio_time != 0 and t >= arpeggio_time):
arpeggio_time = 0
period *= arpeggio_multiplier
# Frequency slide, and frequency slide slide!
period_mult += period_mult_slide
period *= period_mult
if (period > period_max):
period = period_max
if (enable_frequency_cutoff):
break
# Vibrato
var rfperiod: float = period
if (vibrato_amplitude > 0.0):
vibrato_phase += vibrato_speed
rfperiod = period * (1.0 + sin(vibrato_phase) * vibrato_amplitude)
var iperiod: int = floor(rfperiod)
if (iperiod < SfxrGlobals.OVERSAMPLING):
iperiod = SfxrGlobals.OVERSAMPLING
# Square wave duty cycle
duty_cycle = duty_cycle + duty_cycle_slide
if (duty_cycle > 0.5):
duty_cycle = 0.5
elif (duty_cycle < 0.0):
duty_cycle = 0.0
# Volume envelope
envelope_elapsed += 1.0
if (envelope_elapsed > envelope_length[envelope_stage]):
envelope_elapsed = 0.0
envelope_stage += 1.0
if (envelope_stage > 2.0):
break
if (envelope_length[envelope_stage] == 0):
continue
var env_vol: float = 0.0
var envf: float = envelope_elapsed / envelope_length[envelope_stage]
if (envelope_stage == 0.0): # Attack
env_vol = envf
elif (envelope_stage == 1.0): # Sustain
env_vol = 1.0 + (1.0 - envf) * 2.0 * envelope_punch
else: # Decay
env_vol = 1.0 - envf
# Flanger step
flanger_offset += flanger_offset_slide
var iphase: int = abs(floor(flanger_offset))
if (iphase > 1023):
iphase = 1023
if (flthp_d != 0.0):
flthp = flthp * flthp_d
if (flthp > 0.1):
flthp = 0.1
elif (flthp < 0.00001):
flthp = 0.00001
# 8x Oversampling
var sample: float = 0.0
for i in SfxrGlobals.OVERSAMPLING:
var sub_sample: float = 0.0
phase += 1
if (phase >= iperiod):
phase %= iperiod
if (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
for j in noise_buffer_length:
noise_buffer[i] = randf() * 2.0 - 1.0
# Base waveform
var fp: float = float(phase) / float(iperiod)
if (wave_shape == SfxrGlobals.WAVE_SHAPES.SQUARE):
if (fp < duty_cycle):
sub_sample = 0.5
else:
sub_sample = -0.5
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SAWTOOTH):
if (fp < duty_cycle):
sub_sample = -1.0 + 2.0 * fp / duty_cycle
else:
sub_sample = 1.0 - 2.0 * (fp - duty_cycle) / (1 - duty_cycle)
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SINE):
sub_sample = sin(fp * 2.0 * PI)
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
sub_sample = noise_buffer[int(floor(phase * 32.0 / iperiod))]
else:
printerr("ERROR: Bad wave type: " + str(wave_shape))
sub_sample = 0
# Low-pass filter
var pp: float = fltp
fltw *= fltw_d
if (fltw > 0.1):
fltw = 0.1
elif (fltw < 0.0):
fltw = 0.0
if (enable_low_pass_filter):
fltdp += (sub_sample - fltp) * fltw
fltdp -= fltdp * fltdmp
else:
fltp = sub_sample
fltdp = 0.0
fltp += fltdp
# High-pass filter
fltphp += fltp - pp
fltphp -= fltphp * flthp
sub_sample = fltphp
# Flanger
flanger_buffer[ipp & 1023] = sub_sample
sub_sample += flanger_buffer[(ipp - iphase + 1024) & 1023]
ipp = (ipp + 1) & 1023
# Final accumulation and envelope application
sample += sub_sample * env_vol
# Accumulate samples appropriately for sample rate
sample_sum += sample
num_summed += 1.0
if (num_summed >= summands):
num_summed = 0.0
sample = sample_sum / summands
sample_sum = 0.0
else:
continue
sample = sample / SfxrGlobals.OVERSAMPLING * SfxrGlobals.MASTER_VOLUME
sample *= gain
sample = floor((sample + 1) * 128)
if (sample > 255):
sample = 255;
elif (sample < 0):
sample = 0
sample += 128
if sample > 255:
sample -= 255
_buffer.append(sample)
return _buffer
func build_sample(stream_player):
init_params(stream_player)
var sample: AudioStreamWAV = stream_player.stream
if (not sample):
stream_player.stream = AudioStreamWAV.new()
sample = stream_player.stream
sample.mix_rate = sample_rate
sample.data = PackedByteArray(get_raw_buffer())
return sample

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extends Object
class_name SfxrGlobals
enum WAVE_SHAPES {
SQUARE,
SAWTOOTH,
SINE,
NOISE,
}
enum PRESETS {
NONE,
PICKUP,
LASER,
EXPLOSION,
POWERUP,
HIT,
JUMP,
CLICK,
BLIP,
SYNTH,
RANDOM,
TONE,
MUTATE,
}
const OVERSAMPLING = 8
const MASTER_VOLUME = 1

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@tool
extends AudioStreamPlayer
# Wave Shape
var wave_type: int
# Envelope
var p_env_attack: float
var p_env_sustain: float
var p_env_punch: float
var p_env_decay: float
# Tone
var p_base_freq: float
var p_freq_limit: float
var p_freq_ramp: float
var p_freq_dramp: float
# Vibrato
var p_vib_strength: float
var p_vib_speed: float
# Tonal Change
var p_arp_mod: float
var p_arp_speed: float
# Square wve duty (proportion of time signal is high vs low)
var p_duty: float
var p_duty_ramp: float
# Repeat
var p_repeat_speed: float
# Flanger
var p_pha_offset: float
var p_pha_ramp: float
# Low-pass filter
var p_lpf_freq: float
var p_lpf_ramp: float
var p_lpf_resonance: float
# High-pass filter
var p_hpf_freq: float
var p_hpf_ramp: float
# Sample parameters
var sound_vol: float
var sample_rate: float
# Sfx Generation
var sfx_timer: SceneTreeTimer
##################################
# Inspector Properties
##################################
func _get_property_list() -> Array:
return SfxrStreamPlayerInterface.object_get_property_list()
func _get(property):
return SfxrStreamPlayerInterface.object_get(self, property)
func _set(property, value) -> bool:
return SfxrStreamPlayerInterface.object_set(self, property, value)
##################################
# Defaults
##################################
func _init():
SfxrStreamPlayerInterface.object_set_defaults(self)
func property_can_revert(property: String):
return SfxrStreamPlayerInterface.object_property_can_revert(property)
func property_get_revert(property: String):
return SfxrStreamPlayerInterface.object_property_get_revert(property)
##################################
# Presets
##################################
func random_preset() -> bool:
return SfxrStreamPlayerInterface.random_preset(self)
func preset_values(preset_key: int) -> bool:
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
##################################
# Playback
##################################
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
func build_sfx(play_after_build: bool = false):
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
func play(from_position: float = 0.0):
if playing:
stop()
super.play(from_position)

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@tool
extends AudioStreamPlayer2D
# Wave Shape
var wave_type: int
# Envelope
var p_env_attack: float
var p_env_sustain: float
var p_env_punch: float
var p_env_decay: float
# Tone
var p_base_freq: float
var p_freq_limit: float
var p_freq_ramp: float
var p_freq_dramp: float
# Vibrato
var p_vib_strength: float
var p_vib_speed: float
# Tonal Change
var p_arp_mod: float
var p_arp_speed: float
# Square wve duty (proportion of time signal is high vs low)
var p_duty: float
var p_duty_ramp: float
# Repeat
var p_repeat_speed: float
# Flanger
var p_pha_offset: float
var p_pha_ramp: float
# Low-pass filter
var p_lpf_freq: float
var p_lpf_ramp: float
var p_lpf_resonance: float
# High-pass filter
var p_hpf_freq: float
var p_hpf_ramp: float
# Sample parameters
var sound_vol: float
var sample_rate: float
# Sfx Generation
var sfx_timer: SceneTreeTimer
##################################
# Inspector Properties
##################################
func _get_property_list() -> Array:
return SfxrStreamPlayerInterface.object_get_property_list()
func _get(property):
return SfxrStreamPlayerInterface.object_get(self, property)
func _set(property, value) -> bool:
return SfxrStreamPlayerInterface.object_set(self, property, value)
##################################
# Defaults
##################################
func _init():
SfxrStreamPlayerInterface.object_set_defaults(self)
func property_can_revert(property: String):
return SfxrStreamPlayerInterface.object_property_can_revert(property)
func property_get_revert(property: String):
return SfxrStreamPlayerInterface.object_property_get_revert(property)
##################################
# Presets
##################################
func random_preset() -> bool:
return SfxrStreamPlayerInterface.random_preset(self)
func preset_values(preset_key: int) -> bool:
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
##################################
# Playback
##################################
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
func build_sfx(play_after_build: bool = false):
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
func play(from_position: float = 0.0):
if playing:
stop()
super.play(from_position)

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@@ -1,119 +0,0 @@
@tool
extends AudioStreamPlayer3D
# Wave Shape
var wave_type: int
# Envelope
var p_env_attack: float
var p_env_sustain: float
var p_env_punch: float
var p_env_decay: float
# Tone
var p_base_freq: float
var p_freq_limit: float
var p_freq_ramp: float
var p_freq_dramp: float
# Vibrato
var p_vib_strength: float
var p_vib_speed: float
# Tonal Change
var p_arp_mod: float
var p_arp_speed: float
# Square wve duty (proportion of time signal is high vs low)
var p_duty: float
var p_duty_ramp: float
# Repeat
var p_repeat_speed: float
# Flanger
var p_pha_offset: float
var p_pha_ramp: float
# Low-pass filter
var p_lpf_freq: float
var p_lpf_ramp: float
var p_lpf_resonance: float
# High-pass filter
var p_hpf_freq: float
var p_hpf_ramp: float
# Sample parameters
var sound_vol: float
var sample_rate: float
# Sfx Generation
var sfx_timer: SceneTreeTimer
##################################
# Inspector Properties
##################################
func _get_property_list() -> Array:
return SfxrStreamPlayerInterface.object_get_property_list()
func _get(property):
return SfxrStreamPlayerInterface.object_get(self, property)
func _set(property, value):
return SfxrStreamPlayerInterface.object_set(self, property, value)
##################################
# Defaults
##################################
func _init():
SfxrStreamPlayerInterface.object_set_defaults(self)
func property_can_revert(property: String):
return SfxrStreamPlayerInterface.object_property_can_revert(property)
func property_get_revert(property: String):
return SfxrStreamPlayerInterface.object_property_get_revert(property)
##################################
# Presets
##################################
func random_preset() -> bool:
return SfxrStreamPlayerInterface.random_preset(self)
func preset_values(preset_key: int) -> bool:
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
##################################
# Playback
##################################
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
func build_sfx(play_after_build: bool = false):
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
func play(from_position: float = 0.0):
if playing:
stop()
super.play(from_position)

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@@ -1,477 +0,0 @@
extends Object
class_name SfxrStreamPlayerInterface
##################################
# Inspector Properties
##################################
const PROPERTY_MAP = {
# Sample params
"sample_params/sound_vol": {"name": "sound_vol", "hint_string": "0,1,0.000000001", "default": 0.25},
"sample_params/sample_rate": {"name": "sample_rate", "hint_string": "6000,44100,1", "default": 44100.0},
# Envelope
"envelope/attack_time": {"name": "p_env_attack", "hint_string": "0,1,0.000000001", "default": 0.0},
"envelope/sustain_time": {"name": "p_env_sustain", "hint_string": "0,1,0.000000001", "default": 0.6641},
"envelope/punch_time": {"name": "p_env_punch", "hint_string": "0,1,0.000000001", "default": 0.0},
"envelope/decay_time": {"name": "p_env_decay", "hint_string": "0,1,0.000000001", "default": 0.0},
# Frequency
"frequency/start_frequency": {"name": "p_base_freq", "hint_string": "0,1,0.000000001", "default": 0.35173364},
"frequency/min_freq_cutoff": {"name": "p_freq_limit", "hint_string": "0,1,0.000000001", "default": 0.0},
"frequency/slide": {"name": "p_freq_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
"frequency/delta_slide": {"name": "p_freq_dramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
# Vibrato
"vibrato/depth": {"name": "p_vib_strength", "hint_string": "0,1,0.000000001", "default": 0.0},
"vibrato/speed": {"name": "p_vib_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
# Arpeggiation
"arpeggiation/frequency_mult": {"name": "p_arp_mod", "hint_string": "-1,1,0.000000001", "default": 0.0},
"arpeggiation/change_speed": {"name": "p_arp_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
# Duty cycle
"duty_cycle/duty_cycle": {"name": "p_duty", "hint_string": "0,1,0.000000001", "default": 0.0},
"duty_cycle/sweep": {"name": "p_duty_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
# Retrigger
"retrigger/rate": {"name": "p_repeat_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
# Flanger
"flanger/offset": {"name": "p_pha_offset", "hint_string": "-1,1,0.000000001", "default": 0.0},
"flanger/sweep": {"name": "p_pha_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
# Low-pass filter
"low_pass_filter/cutoff_frequency": {"name": "p_lpf_freq", "hint_string": "0,1,0.000000001", "default": 1.0},
"low_pass_filter/cutoff_sweep": {"name": "p_lpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
"low_pass_filter/resonance": {"name": "p_lpf_resonance", "hint_string": "0,1,0.000000001", "default": 0.0},
# High-pass filter
"high_pass_filter/cutoff_frequency": {"name": "p_hpf_freq", "hint_string": "0,1,0.000000001", "default": 0.0},
"high_pass_filter/cutoff_sweep": {"name": "p_hpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
}
static func object_get_property_list() -> Array:
var presets = SfxrGlobals.PRESETS.keys()
presets.pop_front()
var props = []
props.append({
"name": "SfxrStreamPlayer",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE,
})
for preset in presets:
props.append({
"name": "generators/" + str(preset).to_lower(),
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
})
props.append({
"name": "wave/type",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": ",".join(PackedStringArray(SfxrGlobals.WAVE_SHAPES.keys())),
})
for property in PROPERTY_MAP:
props.append({
"name": property,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": PROPERTY_MAP[property]["hint_string"],
})
props.append_array([
{
"name": "actions/force_rebuild",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
},
])
return props
static func object_get(object: Node, property: String):
if property in PROPERTY_MAP:
return object[PROPERTY_MAP[property]["name"]]
elif property == "wave/type":
return object.wave_type
static func object_set(object: Node, property: String, value) -> bool:
var auto_build = Engine.is_editor_hint() and object.is_inside_tree()
if property in PROPERTY_MAP:
object[PROPERTY_MAP[property]["name"]] = value
if auto_build:
_schedule_build_sfx(object, true)
return true
elif property == "wave/type":
object.wave_type = value
if auto_build:
_schedule_build_sfx(object, true)
return true
elif property == "actions/force_rebuild":
if value and auto_build:
build_sfx(object, true)
return true
elif property == "sfxr_generator":
if not value:
value = 0
if preset_values(object, value) and auto_build:
build_sfx(object, true)
return true
elif property.begins_with("generators/"):
property = property.replace("generators/", "").to_upper()
if preset_values(object, SfxrGlobals.PRESETS.get(property, -1)) and auto_build:
build_sfx(object, true)
return true
return false
##################################
# Defaults
##################################
static func object_set_defaults(object: Node):
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
for property in PROPERTY_MAP:
object[PROPERTY_MAP[property]["name"]] = PROPERTY_MAP[property]["default"]
static func object_property_can_revert(property: String):
return property in PROPERTY_MAP
static func object_property_get_revert(property: String):
return PROPERTY_MAP[property]["default"]
##################################
# Helpers
##################################
static func frnd(rrange) -> float:
return randf() * rrange
static func rndr(from, to) -> float:
return randf() * (to - from) + from
static func rnd(rmax) -> float:
return floor(randf() * (rmax + 1))
##################################
# Presets
##################################
static func _presets_pickup(object: Node):
object_set_defaults(object)
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
object.p_base_freq = 0.4 + frnd(0.5)
object.p_env_attack = 0
object.p_env_sustain = frnd(0.1)
object.p_env_decay = 0.1 + frnd(0.4)
object.p_env_punch = 0.3 + frnd(0.3)
if rnd(1):
object.p_arp_speed = 0.5 + frnd(0.2)
object.p_arp_mod = 0.2 + frnd(0.4)
static func _presets_laser(object: Node):
object_set_defaults(object)
object.wave_type = rnd(2)
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE and rnd(1):
object.wave_type = rnd(1)
if rnd(2) == 0:
object.p_base_freq = 0.3 + frnd(0.6)
object.p_freq_limit = frnd(0.1)
object.p_freq_ramp = -0.35 - frnd(0.3)
else:
object.p_base_freq = 0.5 + frnd(0.5)
object.p_freq_limit = object.p_base_freq - 0.2 - frnd(0.6)
if object.p_freq_limit < 0.2:
object.p_freq_limit = 0.2
object.p_freq_ramp = -0.15 - frnd(0.2)
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
object.p_duty = 1
if rnd(1):
object.p_duty = frnd(0.5)
object.p_duty_ramp = frnd(0.2)
else:
object.p_duty = 0.4 + frnd(0.5)
object.p_duty_ramp = -frnd(0.7)
object.p_env_attack = 0
object.p_env_sustain = 0.1 + frnd(0.2)
object.p_env_decay = frnd(0.4)
if rnd(1):
object.p_env_punch = frnd(0.3)
if rnd(2) == 0:
object.p_pha_offset = frnd(0.2)
object.p_pha_ramp = -frnd(0.2)
object.p_hpf_freq = frnd(0.3)
static func _presets_explosion(object: Node):
object_set_defaults(object)
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
if rnd(1):
object.p_base_freq = pow(0.1 + frnd(0.4), 2)
object.p_freq_ramp = -0.1 + frnd(0.4)
else:
object.p_base_freq = pow(0.2 + frnd(0.7), 2)
object.p_freq_ramp = -0.2 - frnd(0.2)
if rnd(4) == 0:
object.p_freq_ramp = 0
if rnd(2) == 0:
object.p_repeat_speed = 0.3 + frnd(0.5)
object.p_env_attack = 0
object.p_env_sustain = 0.1 + frnd(0.3)
object.p_env_decay = frnd(0.5)
if rnd(1):
object.p_pha_offset = -0.3 + frnd(0.9)
object.p_pha_ramp = -frnd(0.3)
object.p_env_punch = 0.2 + frnd(0.6)
if rnd(1):
object.p_vib_strength = frnd(0.7)
object.p_vib_speed = frnd(0.6)
if rnd(2) == 0:
object.p_arp_speed = 0.6 + frnd(0.3)
object.p_arp_mod = 0.8 - frnd(1.6)
static func _presets_powerup(object: Node):
object_set_defaults(object)
if rnd(1):
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
object.p_duty = 1
else:
object.p_duty = frnd(0.6)
object.p_base_freq = 0.2 + frnd(0.3)
if rnd(1):
object.p_freq_ramp = 0.1 + frnd(0.4)
object.p_repeat_speed = 0.4 + frnd(0.4)
else:
object.p_freq_ramp = 0.05 + frnd(0.2)
if rnd(1):
object.p_vib_strength = frnd(0.7)
object.p_vib_speed = frnd(0.6)
object.p_env_attack = 0
object.p_env_sustain = frnd(0.4)
object.p_env_decay = 0.1 + frnd(0.4)
static func _presets_hit(object: Node):
object_set_defaults(object)
object.wave_type = rnd(2)
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE:
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
object.p_duty = frnd(0.6)
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
object.p_duty = 1
object.p_base_freq = 0.2 + frnd(0.6)
object.p_freq_ramp = -0.3 - frnd(0.4)
object.p_env_attack = 0
object.p_env_sustain = frnd(0.1)
object.p_env_decay = 0.1 + frnd(0.2)
if rnd(1):
object.p_hpf_freq = frnd(0.3)
static func _presets_jump(object: Node):
object_set_defaults(object)
object.wave_type = SfxrGlobals.WAVE_SHAPES.SQUARE
object.p_duty = frnd(0.6)
object.p_base_freq = 0.3 + frnd(0.3)
object.p_freq_ramp = 0.1 + frnd(0.2)
object.p_env_attack = 0
object.p_env_sustain = 0.1 + frnd(0.3)
object.p_env_decay = 0.1 + frnd(0.2)
if rnd(1):
object.p_hpf_freq = frnd(0.3)
if rnd(1):
object.p_lpf_freq = 1 - frnd(0.6)
static func _presets_blip(object: Node):
object_set_defaults(object)
object.wave_type = rnd(1)
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
object.p_duty = frnd(0.6)
else:
object.p_duty = 1
object.p_base_freq = 0.2 + frnd(0.4)
object.p_env_attack = 0
object.p_env_sustain = 0.1 + frnd(0.1)
object.p_env_decay = frnd(0.2)
object.p_hpf_freq = 0.1
static func _presets_synth(object: Node):
object_set_defaults(object)
object.wave_type = rnd(1)
object.p_base_freq = [0.2723171360931539, 0.19255692561524382, 0.13615778746815113][rnd(2)]
object.p_env_attack = frnd(0.5) if rnd(4) > 3 else 0
object.p_env_sustain = frnd(1)
object.p_env_punch = frnd(1)
object.p_env_decay = frnd(0.9) + 0.1
object.p_arp_mod = [0, 0, 0, 0, -0.3162, 0.7454, 0.7454][rnd(6)]
object.p_arp_speed = frnd(0.5) + 0.4
object.p_duty = frnd(1)
object.p_duty_ramp = frnd(1) if rnd(2) == 2 else 0
object.p_lpf_freq = [1, frnd(1) * frnd(1)][rnd(1)]
object.p_lpf_ramp = rndr(-1, 1)
object.p_lpf_resonance = frnd(1)
object.p_hpf_freq = frnd(1) if rnd(3) == 3 else 0
object.p_hpf_ramp = frnd(1) if rnd(3) == 3 else 0
static func _presets_tone(object: Node):
object_set_defaults(object)
static func _presets_click(object: Node):
if rnd(1):
_presets_hit(object)
else:
_presets_explosion(object)
if rnd(1):
object.p_freq_ramp = -0.5 + frnd(1.0)
if rnd(1):
object.p_env_sustain = (frnd(0.4) + 0.2) * object.p_env_sustain
object.p_env_decay = (frnd(0.4) + 0.2) * object.p_env_decay
if rnd(3) == 0:
object.p_env_attack = frnd(0.3)
object.p_base_freq = 1 - frnd(0.25)
object.p_hpf_freq = 1 - frnd(0.1)
static func _presets_random(object: Node):
object_set_defaults(object)
object.wave_type = rnd(3)
if rnd(1):
object.p_base_freq = pow(frnd(2) - 1, 3) + 0.5
else:
object.p_base_freq = pow(frnd(1), 2)
object.p_freq_limit = 0
object.p_freq_ramp = pow(frnd(2) - 1, 5)
if object.p_base_freq > 0.7 and object.p_freq_ramp > 0.2:
object.p_freq_ramp = -object.p_freq_ramp
if object.p_base_freq < 0.2 and object.p_freq_ramp < -0.05:
object.p_freq_ramp = -object.p_freq_ramp
object.p_freq_dramp = pow(frnd(2) - 1, 3)
object.p_duty = frnd(2) - 1
object.p_duty_ramp = pow(frnd(2) - 1, 3)
object.p_vib_strength = pow(frnd(2) - 1, 3)
object.p_vib_speed = rndr(-1, 1)
object.p_env_attack = pow(rndr(-1, 1), 3)
object.p_env_sustain = pow(rndr(-1, 1), 2)
object.p_env_decay = rndr(-1, 1)
object.p_env_punch = pow(frnd(0.8), 2)
if object.p_env_attack + object.p_env_sustain + object.p_env_decay < 0.2:
object.p_env_sustain += 0.2 + frnd(0.3)
object.p_env_decay += 0.2 + frnd(0.3)
object.p_lpf_resonance = rndr(-1, 1)
object.p_lpf_freq = 1 - pow(frnd(1), 3)
object.p_lpf_ramp = pow(frnd(2) - 1, 3)
if object.p_lpf_freq < 0.1 and object.p_lpf_ramp < -0.05:
object.p_lpf_ramp = -object.p_lpf_ramp
object.p_hpf_freq = pow(frnd(1), 5)
object.p_hpf_ramp = pow(frnd(2) - 1, 5)
object.p_pha_offset = pow(frnd(2) - 1, 3)
object.p_pha_ramp = pow(frnd(2) - 1, 3)
object.p_repeat_speed = frnd(2) - 1
object.p_arp_speed = frnd(2) - 1
object.p_arp_mod = frnd(2) - 1
static func _presets_mutate(object: Node):
if rnd(1): object.p_base_freq += frnd(0.1) - 0.05
if rnd(1): object.p_freq_ramp += frnd(0.1) - 0.05
if rnd(1): object.p_freq_dramp += frnd(0.1) - 0.05
if rnd(1): object.p_duty += frnd(0.1) - 0.05
if rnd(1): object.p_duty_ramp += frnd(0.1) - 0.05
if rnd(1): object.p_vib_strength += frnd(0.1) - 0.05
if rnd(1): object.p_vib_speed += frnd(0.1) - 0.05
if rnd(1): object.p_env_attack += frnd(0.1) - 0.05
if rnd(1): object.p_env_sustain += frnd(0.1) - 0.05
if rnd(1): object.p_env_decay += frnd(0.1) - 0.05
if rnd(1): object.p_env_punch += frnd(0.1) - 0.05
if rnd(1): object.p_lpf_resonance += frnd(0.1) - 0.05
if rnd(1): object.p_lpf_freq += frnd(0.1) - 0.05
if rnd(1): object.p_lpf_ramp += frnd(0.1) - 0.05
if rnd(1): object.p_hpf_freq += frnd(0.1) - 0.05
if rnd(1): object.p_hpf_ramp += frnd(0.1) - 0.05
if rnd(1): object.p_pha_offset += frnd(0.1) - 0.05
if rnd(1): object.p_pha_ramp += frnd(0.1) - 0.05
if rnd(1): object.p_repeat_speed += frnd(0.1) - 0.05
if rnd(1): object.p_arp_speed += frnd(0.1) - 0.05
if rnd(1): object.p_arp_mod += frnd(0.1) - 0.05
static func random_preset(object: Node) -> bool:
return preset_values(object, (randi() % (len(SfxrGlobals.PRESETS) - 1)) + 1)
static func preset_values(object: Node, preset_key: int) -> bool:
if preset_key >= 0 and preset_key < len(SfxrGlobals.PRESETS):
var preset = SfxrGlobals.PRESETS.keys()[preset_key].to_lower()
match preset:
"pickup":
_presets_pickup(object)
return true
"laser":
_presets_laser(object)
return true
"explosion":
_presets_explosion(object)
return true
"powerup":
_presets_powerup(object)
return true
"hit":
_presets_hit(object)
return true
"jump":
_presets_jump(object)
return true
"click":
_presets_click(object)
return true
"blip":
_presets_blip(object)
return true
"synth":
_presets_synth(object)
return true
"random":
_presets_random(object)
return true
"tone":
_presets_tone(object)
return true
"mutate":
_presets_mutate(object)
return true
return false
##################################
# Playback
##################################
static func _schedule_build_sfx(object: Node, play_after_build: bool):
var timer: SceneTreeTimer = object.get_tree().create_timer(.5)
object.sfx_timer = timer
timer.timeout.connect(func(): object._on_sfx_timer_timeout(timer, play_after_build))
static func _on_sfx_timer_timeout(object: Node, timer: SceneTreeTimer, play_after_build: bool):
if timer == object.sfx_timer:
build_sfx(object, play_after_build)
static func build_sfx(object: Node, play_after_build: bool = false):
var sfxg = SfxrGenerator.new()
sfxg.build_sample(object)
if play_after_build:
object.play()
object.notify_property_list_changed()

View File

@@ -1,7 +0,0 @@
[plugin]
name="GodotSfxr"
description="Sfx Generator. Port of jsfxr (https://sfxr.me - by Eric Fredricksen) which is a port of sfxr (https://www.drpetter.se/project_sfxr.html - by DrPetter)."
author="Tomeyro"
version="1.0"
script="GodotSfxr.gd"

View File

@@ -1,289 +0,0 @@
{
"asset": {
"generator": "FBX2glTF",
"version": "2.0"
},
"scene": 0,
"buffers": [
{
"byteLength": 7484,
"uri": "buffer.bin"
}
],
"bufferViews": [
{
"buffer": 0,
"byteLength": 604,
"byteOffset": 0
},
{
"buffer": 0,
"byteLength": 1812,
"byteOffset": 604
},
{
"buffer": 0,
"byteLength": 2416,
"byteOffset": 2416
},
{
"buffer": 0,
"byteLength": 1812,
"byteOffset": 4832
},
{
"buffer": 0,
"byteLength": 72,
"byteOffset": 6644,
"target": 34963
},
{
"buffer": 0,
"byteLength": 288,
"byteOffset": 6716,
"target": 34962
},
{
"buffer": 0,
"byteLength": 288,
"byteOffset": 7004,
"target": 34962
},
{
"buffer": 0,
"byteLength": 192,
"byteOffset": 7292,
"target": 34962
}
],
"scenes": [
{
"name": "Root Scene",
"nodes": [
0
]
}
],
"accessors": [
{
"componentType": 5126,
"type": "SCALAR",
"count": 151,
"bufferView": 0,
"byteOffset": 0,
"min": [
0.0
],
"max": [
6.25
]
},
{
"componentType": 5126,
"type": "VEC3",
"count": 151,
"bufferView": 1,
"byteOffset": 0
},
{
"componentType": 5126,
"type": "VEC4",
"count": 151,
"bufferView": 2,
"byteOffset": 0
},
{
"componentType": 5126,
"type": "VEC3",
"count": 151,
"bufferView": 3,
"byteOffset": 0
},
{
"componentType": 5123,
"type": "SCALAR",
"count": 36,
"bufferView": 4,
"byteOffset": 0
},
{
"componentType": 5126,
"type": "VEC3",
"count": 24,
"bufferView": 5,
"byteOffset": 0,
"min": [
-0.00477957352995872,
-0.00677411770448089,
-0.0176910851150751
],
"max": [
0.00477957399562001,
0.00677412236109376,
0.0176910851150751
]
},
{
"componentType": 5126,
"type": "VEC3",
"count": 24,
"bufferView": 6,
"byteOffset": 0
},
{
"componentType": 5126,
"type": "VEC2",
"count": 24,
"bufferView": 7,
"byteOffset": 0
}
],
"images": [
{
"name": "untitled.png",
"uri": "untitled.png"
}
],
"samplers": [
{}
],
"textures": [
{
"name": "base_color_texture",
"sampler": 0,
"source": 0
}
],
"materials": [
{
"name": "Material.003",
"alphaMode": "OPAQUE",
"extras": {
"fromFBX": {
"shadingModel": "Phong",
"isTruePBR": false
}
},
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 0,
"texCoord": 0
},
"baseColorFactor": [
1.0,
1.0,
1.0,
1.0
],
"metallicFactor": 0.400000005960464,
"roughnessFactor": 1.0
}
}
],
"meshes": [
{
"name": "Cube.003",
"primitives": [
{
"material": 0,
"mode": 4,
"attributes": {
"NORMAL": 6,
"POSITION": 5,
"TEXCOORD_0": 7
},
"indices": 4
}
]
}
],
"animations": [
{
"name": "Cube.003|Cube.002Action",
"channels": [
{
"sampler": 0,
"target": {
"node": 1,
"path": "translation"
}
},
{
"sampler": 1,
"target": {
"node": 1,
"path": "rotation"
}
},
{
"sampler": 2,
"target": {
"node": 1,
"path": "scale"
}
}
],
"samplers": [
{
"input": 0,
"interpolation": "LINEAR",
"output": 1
},
{
"input": 0,
"interpolation": "LINEAR",
"output": 2
},
{
"input": 0,
"interpolation": "LINEAR",
"output": 3
}
]
}
],
"nodes": [
{
"name": "RootNode",
"translation": [
0.0,
0.0,
0.0
],
"rotation": [
0.0,
0.0,
0.0,
1.0
],
"scale": [
1.0,
1.0,
1.0
],
"children": [
1
]
},
{
"name": "Cube.003",
"translation": [
0.0,
0.0,
0.0
],
"rotation": [
0.289807051420212,
0.644989848136902,
0.644989788532257,
-0.289807081222534
],
"scale": [
93.5872116088867,
93.5872116088867,
93.5872116088867
],
"mesh": 0
}
]
}

View File

@@ -1,29 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://0nt2837hvq0i"
path="res://.godot/imported/Magazine.gltf-e920a32b66e939dfd1525af61d83f29d.scn"
[deps]
source_file="res://assets/Weapons/UZI_MAGAZINE/Magazine.gltf"
dest_files=["res://.godot/imported/Magazine.gltf-e920a32b66e939dfd1525af61d83f29d.scn"]
[params]
nodes/root_type="Node3D"
nodes/root_name="Scene Root"
nodes/apply_root_scale=true
nodes/root_scale=1.0
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
skins/use_named_skins=true
animation/import=true
animation/fps=30
import_script/path=""
_subresources={}

View File

@@ -1,7 +0,0 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="Sky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

View File

@@ -14,20 +14,10 @@ _global_script_classes=[{
"language": &"GDScript", "language": &"GDScript",
"path": "res://scripts/player/Hitable.gd" "path": "res://scripts/player/Hitable.gd"
}, { }, {
"base": "RefCounted", "base": "EditorPlugin",
"class": &"SfxrGenerator", "class": &"TBPlugin",
"language": &"GDScript", "language": &"GDScript",
"path": "res://addons/godot_sfxr/SfxrGenerator.gd" "path": "res://addons/tbloader/src/plugin.gd"
}, {
"base": "Object",
"class": &"SfxrGlobals",
"language": &"GDScript",
"path": "res://addons/godot_sfxr/SfxrGlobals.gd"
}, {
"base": "Object",
"class": &"SfxrStreamPlayerInterface",
"language": &"GDScript",
"path": "res://addons/godot_sfxr/SfxrStreamPlayerInterface.gd"
}, { }, {
"base": "Node3D", "base": "Node3D",
"class": &"Weapon", "class": &"Weapon",
@@ -36,19 +26,21 @@ _global_script_classes=[{
}] }]
_global_script_class_icons={ _global_script_class_icons={
"Hitable": "", "Hitable": "",
"SfxrGenerator": "", "TBPlugin": "",
"SfxrGlobals": "",
"SfxrStreamPlayerInterface": "",
"Weapon": "" "Weapon": ""
} }
[application] [application]
config/name="Scoom" config/name="Scoom"
run/main_scene="res://Game.tscn" run/main_scene="res://scenes/map/Map.tscn"
config/features=PackedStringArray("4.0") config/features=PackedStringArray("4.0")
config/icon="res://textures/icon.png" config/icon="res://textures/icon.png"
[autoload]
Runtimeloader="*res://scripts/utils/runtimeloader.gd"
[display] [display]
window/stretch/mode="2d" window/stretch/mode="2d"
@@ -59,7 +51,7 @@ window/size/test_height=720
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/godot_sfxr/plugin.cfg") enabled=PackedStringArray("res://addons/tbloader/plugin.cfg")
[input] [input]

View File

@@ -1,52 +0,0 @@
[gd_scene load_steps=6 format=3 uid="uid://bl7jynld7s25o"]
[ext_resource type="Script" path="res://scripts/player/PlayerQ3.gd" id="1"]
[ext_resource type="Script" path="res://scripts/player/Weapons.gd" id="2_dl1i1"]
[ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"]
[sub_resource type="CylinderShape3D" id="1"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_mqdp4"]
shader = ExtResource("3_3vnqi")
shader_parameter/center_enabled = null
shader_parameter/center_radius = null
shader_parameter/color_0 = null
shader_parameter/color_1 = null
shader_parameter/color_2 = null
shader_parameter/color_id = null
shader_parameter/inverted = null
shader_parameter/legs_enabled = null
shader_parameter/len = null
shader_parameter/spacing = null
shader_parameter/spread = null
shader_parameter/width = null
[node name="PlayerQ3" type="CharacterBody3D"]
script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("1")
[node name="Body" type="Node3D" parent="."]
[node name="Head" type="Node3D" parent="Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
[node name="Hand" type="Node3D" parent="Body/Head"]
script = ExtResource("2_dl1i1")
[node name="ColorRect" type="ColorRect" parent="Body/Head/Hand"]
material = SubResource("ShaderMaterial_mqdp4")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Camera3D" type="Camera3D" parent="Body/Head"]
current = true
[node name="AimCast" type="RayCast3D" parent="Body/Head/Camera3D"]
target_position = Vector3(0, 0, -1)
collision_mask = 512

View File

@@ -3,3 +3,7 @@
[ext_resource type="PackedScene" uid="uid://d3sl3ypfxbfmw" path="res://assets/Weapons/Revolver/Revolver.glb" id="1_8hkoy"] [ext_resource type="PackedScene" uid="uid://d3sl3ypfxbfmw" path="res://assets/Weapons/Revolver/Revolver.glb" id="1_8hkoy"]
[node name="Revolver" instance=ExtResource("1_8hkoy")] [node name="Revolver" instance=ExtResource("1_8hkoy")]
[node name="Cube011" parent="." index="0"]
layers = 2
cast_shadow = 0

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3] [gd_scene load_steps=2 format=3 uid="uid://c46p1mte8280d"]
[ext_resource type="PackedScene" uid="uid://qc35m1a5gq81" path="res://assets/Weapons/Uzi/Uzi.glb" id="1_np5ff"] [ext_resource type="PackedScene" uid="uid://qc35m1a5gq81" path="res://assets/Weapons/Uzi/Uzi.glb" id="1_np5ff"]
@@ -6,3 +6,5 @@
[node name="Cube024" parent="." index="0"] [node name="Cube024" parent="." index="0"]
transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0, 0) transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0, 0)
layers = 2
cast_shadow = 0

View File

@@ -1,5 +1,10 @@
extends Node extends Node
class_name Hitable class_name Hitable
func Hit(): var health = 200
print("Got hit")
func Hit(dmg):
#var tween = create_tween()
health -= dmg
if(health <= 0):
queue_free()

View File

@@ -8,6 +8,7 @@ const RELOAD = 3
const DRAW_TIME = 0.35 const DRAW_TIME = 0.35
var MELEE : bool
var MAX_CLIP : int var MAX_CLIP : int
var DAMAGE : float var DAMAGE : float
var MOMENTUM : Vector2 var MOMENTUM : Vector2
@@ -55,9 +56,11 @@ func InitialPos():
func Shoot(): func Shoot():
if CanShoot(): if CanShoot():
if !FIREMODE: if not FIREMODE:
can_shoot = false can_shoot = false
clip -= 1 if not MELEE:
clip -= 1
state = SHOOT; state = SHOOT;
var tween = create_tween() var tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC) tween.set_trans(Tween.TRANS_ELASTIC)

View File

@@ -3,99 +3,65 @@ extends Node3D
const CONFIG_PATH = "user://weapons.scoom" const CONFIG_PATH = "user://weapons.scoom"
const REVOLVER = 0 const REVOLVER = 0
const UZI = 1 const UZI = 1
const CHAINSAW = 2
const REST = 0
const BOB = 1
var state = 0 var state = 0
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D @onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D @onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
#@onready var crosshair = $Crosshair
@onready var MainCam = get_node("../Camera3D")
@onready var GunCam = get_node("../Camera3D/SubViewportContainer/SubViewport/GunCam")
var weapons = [] var weapons = []
var current_weapon = 0 var current_weapon = 0
var file_data = {
REVOLVER:
{
"HAND_POS": Vector3(0.4,-0.45,-1),
"HAND_ROT": Vector3(0,PI,0),
"MODEL": "Revolver",
"MAX_CLIP": 5,
"DAMAGE": 25,
"MOMENTUM": Vector2(0.3, -0.25),
"ANGULAR_MOMENTUM": Vector3(-60, 7, 10),
"RECOIL_COOLDOWN": 0.35,
"RPM": 120,
"DRAW_POS": Vector3(0,-0.5,-0.3),
"DRAW_ROT": Vector3(1.3, 0, 0),
"RELOAD_MOMENTUM": Vector3(-5, -9, 7),
"RELOAD_ANGULAR_MOMENTUM": Vector3(deg_to_rad(600), deg_to_rad(-800), deg_to_rad(-1000)),
"RELOAD_TIME": 0.35,
"FIREMODE": 0,
"HITSCAN": true
},
UZI:
{
"HAND_POS": Vector3(0.4,-0.45,-1),
"HAND_ROT": Vector3(0,PI,0),
"MODEL": "Uzi",
"MAX_CLIP": 30,
"DAMAGE": 25,
"MOMENTUM": Vector2(0.05, -0.15),
"ANGULAR_MOMENTUM": Vector3(-4, 1, 2),
"RECOIL_COOLDOWN": 0.35,
"RPM": 600,
"DRAW_POS": Vector3(0,-0.5,-0.3),
"DRAW_ROT": Vector3(1.3, 0, 0),
"RELOAD_MOMENTUM": Vector3(-7, -9, 7),
"RELOAD_ANGULAR_MOMENTUM": Vector3(deg_to_rad(600), deg_to_rad(-800), deg_to_rad(-1000)),
"RELOAD_TIME": 0.35,
"FIREMODE": 1,
"HITSCAN": true
}
}
var mouse_mov : Vector3 var mouse_mov : Vector3
var sway_lerp = 5 var sway_lerp = 5
func _ready(): func _ready():
save_data(file_data) var config = load_data() as ConfigFile
load_data()
for i in range(0, file_data.size()): for weapon in config.get_sections():
var root = Weapon.new() var root = Weapon.new()
root.name = str(i) root.name = weapon
var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn" var weapon_model = Runtimeloader.load_gltf(config.get_value(weapon, "MODEL")) as Node3D
var weapon_model_resource = load(resource) var old_parent = weapon_model.get_parent()
var weapon_model = weapon_model_resource.instantiate() old_parent.remove_child(weapon_model)
var mesh = weapon_model.get_child(0) as MeshInstance3D
var mat = mesh.material_override as Material
//TODO
#Set Weapon nodes #Set Weapon nodes
root.add_child(weapon_model) root.add_child(weapon_model)
root.position = file_data[i].HAND_POS root.position = config.get_value(weapon, "HAND_POS")
root.rotation = file_data[i].HAND_ROT root.rotation = config.get_value(weapon, "HAND_ROT")
root.hide() root.hide()
add_child(root) add_child(root)
#Set Weapon Data #Set Weapon Data
root.MAX_CLIP = file_data[i].MAX_CLIP root.MELEE = config.get_value(weapon, "MELEE")
root.MAX_CLIP = config.get_value(weapon, "MAX_CLIP")
root.clip = root.MAX_CLIP root.clip = root.MAX_CLIP
root.DAMAGE = file_data[i].DAMAGE root.DAMAGE = config.get_value(weapon, "DAMAGE")
root.MOMENTUM = file_data[i].MOMENTUM root.RPM = config.get_value(weapon, "RPM")
root.ANGULAR_MOMENTUM = file_data[i].ANGULAR_MOMENTUM root.FIREMODE = config.get_value(weapon, "FIREMODE")
root.RECOIL_COOLDOWN = file_data[i].RECOIL_COOLDOWN root.HITSCAN = config.get_value(weapon, "HITSCAN")
root.RELOAD_MOMENTUM = file_data[i].RELOAD_MOMENTUM
root.RELOAD_ANGULAR_MOMENTUM = file_data[i].RELOAD_ANGULAR_MOMENTUM
root.RELOAD_TIME = file_data[i].RELOAD_TIME
root.RPM = file_data[i].RPM
root.MODEL = root.get_node(file_data[i].MODEL)
root.DRAW_POS = file_data[i].DRAW_POS
root.DRAW_ROT = file_data[i].DRAW_ROT
root.HITSCAN = file_data[i].HITSCAN
root.FIREMODE = file_data[i].FIREMODE
if(not root.HITSCAN): if(not root.HITSCAN):
print("Projectile stats") print("Projectile stats")
else:
root.RAY_LEN = config.get_value(weapon, "RAY_LEN")
#Set Anim Data
root.MODEL = weapon_model
root.DRAW_POS = config.get_value(weapon, "DRAW_POS")
root.DRAW_ROT = config.get_value(weapon, "DRAW_ROT")
root.MOMENTUM = config.get_value(weapon, "MOMENTUM")
root.ANGULAR_MOMENTUM = config.get_value(weapon, "ANGULAR_MOMENTUM")
root.RECOIL_COOLDOWN = config.get_value(weapon, "RECOIL_COOLDOWN")
root.RELOAD_MOMENTUM = config.get_value(weapon, "RELOAD_MOMENTUM")
root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
weapons.append(root) weapons.append(root)
weapons[current_weapon].init() weapons[current_weapon].init()
@@ -108,11 +74,13 @@ func _input(event):
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1) mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
func _unhandled_input(_event): func _unhandled_input(_event):
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"): if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon((current_weapon + 1) % weapons.size()) ChangeWeapon((current_weapon + 1) % weapons.size())
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"): if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon((current_weapon - 1) % weapons.size()) ChangeWeapon((current_weapon - 1) % weapons.size())
if Input.is_action_just_pressed("reload"): if Input.is_action_just_pressed("reload"):
weapons[current_weapon].Reload() weapons[current_weapon].Reload()
@@ -125,6 +93,7 @@ func ChangeWeapon(i):
var time = 0 var time = 0
func _process(delta): func _process(delta):
GunCam.global_transform = MainCam.global_transform
if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot(): if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot():
if(weapons[current_weapon].HITSCAN): if(weapons[current_weapon].HITSCAN):
HitScan() HitScan()
@@ -157,18 +126,24 @@ func HitScan():
print_debug("Hit target ", target.name, " with ", weapons[current_weapon].MODEL.name, " ",current_weapon, ". Dealt damage ", weapons[current_weapon].DAMAGE) print_debug("Hit target ", target.name, " with ", weapons[current_weapon].MODEL.name, " ",current_weapon, ". Dealt damage ", weapons[current_weapon].DAMAGE)
if(raycast.get_collision_mask_value(10)): if(raycast.get_collision_mask_value(10)):
if(target is Hitable): if(target is Hitable):
target.Hit() target.Hit(weapons[current_weapon].DAMAGE)
func Projectile(): func Projectile():
pass pass
func save_data(data):
var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
file.store_var(data)
func load_data(): func load_data():
var file = FileAccess.open(CONFIG_PATH, FileAccess.READ) var path = ""
var data = file.get_var() if(OS.has_feature("editor")):
file_data = data path = "/home/kookroach/Documents/Projects/Scoom_test/"
else:
path = OS.get_executable_path() + "/"
var config = ConfigFile.new()
var err = config.load(path+"weapons.cfg")
if err != OK:
printerr("FAILED LOADING WEAPONS DATA")
return config