add modding support
This commit is contained in:
@@ -1,28 +0,0 @@
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[remap]
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importer="2d_array_texture"
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type="CompressedTexture2DArray"
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uid="uid://djhovwrdokme0"
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path.etc2="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray"
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path.s3tc="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"
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metadata={
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"imported_formats": ["etc2", "s3tc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://Game.exr"
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dest_files=["res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray", "res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"]
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[params]
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compress/mode=2
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/channel_pack=1
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mipmaps/generate=false
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mipmaps/limit=-1
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slices/horizontal=1
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slices/vertical=1
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2
Game.gd
2
Game.gd
@@ -2,7 +2,7 @@ extends Node3D
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@onready var label : Label = $CanvasLayer/Label
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@onready var player : CharacterBody3D = $PlayerQ3
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@onready var player : CharacterBody3D = $TBLoader/PlayerQ3
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func _ready():
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BIN
Game.lmbake
BIN
Game.lmbake
Binary file not shown.
@@ -1,6 +0,0 @@
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# SCOOM (name may be changed)
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Developing a 3D game inspired by Doom64 on Godot 4 engine.
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Using:
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- [Simple-Q3-Controller](https://github.com/fossegutten/Simple-Q3-Controller) by fossegutten
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- [CrosshairShader](https://github.com/0xspig/CrosshairShader) by 0xspig
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@@ -1,20 +0,0 @@
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@tool
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extends EditorPlugin
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func _enter_tree() -> void:
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add_custom_type(
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"SfxrStreamPlayer", "AudioStreamPlayer", load("res://addons/godot_sfxr/SfxrStreamPlayer.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer2D", "AudioStreamPlayer2D", load("res://addons/godot_sfxr/SfxrStreamPlayer2D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer2D", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer3D", "AudioStreamPlayer3D", load("res://addons/godot_sfxr/SfxrStreamPlayer3D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer3D", "EditorIcons"))
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func _exit_tree() -> void:
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remove_custom_type("SfxrStreamPlayer")
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remove_custom_type("SfxrStreamPlayer2D")
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remove_custom_type("SfxrStreamPlayer3D")
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@@ -1,309 +0,0 @@
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extends RefCounted
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class_name SfxrGenerator
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var params
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var wave_shape: int
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var repeat_time: float
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var elapsed_since_repeat: float
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var arpeggio_time: int
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var arpeggio_multiplier: float
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var period: float
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var period_mult: float
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var period_mult_slide: float
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var period_max: float
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var enable_frequency_cutoff: bool
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var duty_cycle: float
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var duty_cycle_slide: float
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var fltw: float
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var fltw_d: float
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var fltdmp: float
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var flthp: float
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var flthp_d: float
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var enable_low_pass_filter: bool
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var vibrato_speed: float
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var vibrato_amplitude: float
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var envelope_length: Array
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var envelope_punch: float
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var flanger_offset: float
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var flanger_offset_slide: float
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var gain: float
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var sample_rate: float
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func init_params(stream_player) -> void:
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params = stream_player
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prepare_values()
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# Wave shape
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wave_shape = params.wave_type
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# Filter
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fltw = pow(params.p_lpf_freq, 3.0) * 0.1
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enable_low_pass_filter = params.p_lpf_freq != 1.0
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fltw_d = 1.0 + params.p_lpf_ramp * 0.0001
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fltdmp = 5.0 / (1.0 + pow(params.p_lpf_resonance, 2.0) * 20.0) * (0.01 + fltw)
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if (fltdmp > 0.8):
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fltdmp = 0.8
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flthp = pow(params.p_hpf_freq, 2.0) * 0.1
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flthp_d = 1 + params.p_hpf_ramp * 0.0003
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# Vibrato
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vibrato_speed = pow(params.p_vib_speed, 2.0) * 0.01
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vibrato_amplitude = params.p_vib_strength * 0.5
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# Envelope
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envelope_length = [
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floor(params.p_env_attack * params.p_env_attack * 100000.0),
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floor(params.p_env_sustain * params.p_env_sustain * 100000.0),
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floor(params.p_env_decay * params.p_env_decay * 100000.0),
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]
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envelope_punch = params.p_env_punch
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# Flanger
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flanger_offset = pow(params.p_pha_offset, 2.0) * 1020.0
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if (params.p_pha_offset < 0.0):
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flanger_offset = -flanger_offset
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flanger_offset_slide = pow(params.p_pha_ramp, 2.0) * 1.0
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if (params.p_pha_ramp < 0.0):
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flanger_offset_slide = -flanger_offset_slide
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# Repeat
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repeat_time = floor(pow(1 - params.p_repeat_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_repeat_speed == 0.0):
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repeat_time = 0.0
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gain = exp(params.sound_vol) - 1.0
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sample_rate = params.sample_rate
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func prepare_values() -> void:
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elapsed_since_repeat = 0.0
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period = 100.0 / (params.p_base_freq * params.p_base_freq + 0.001)
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period_max = 100.0 / (params.p_freq_limit * params.p_freq_limit + 0.001)
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enable_frequency_cutoff = params.p_freq_limit > 0.0
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period_mult = 1.0 - pow(params.p_freq_ramp, 3.0) * 0.01
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period_mult_slide = -pow(params.p_freq_dramp, 3.0) * 0.000001
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duty_cycle = 0.5 - params.p_duty * 0.5
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duty_cycle_slide = -params.p_duty_ramp * 0.00005
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if (params.p_arp_mod >= 0.0):
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arpeggio_multiplier = 1.0 - pow(params.p_arp_mod, 2.0) * 0.9
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else:
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arpeggio_multiplier = 1.0 + pow(params.p_arp_mod, 2.0) * 10.0
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arpeggio_time = floor(pow(1.0 - params.p_arp_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_arp_speed == 1.0):
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arpeggio_time = 0
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func get_raw_buffer() -> Array:
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randomize()
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var fltp: float = 0.0
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var fltdp: float = 0.0
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var fltphp: float = 0.0
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var noise_buffer_length: int = 32
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var noise_buffer: Array = []
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for i in noise_buffer_length:
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noise_buffer.append(randf() * 2.0 - 1.0)
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var envelope_stage: int = 0
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var envelope_elapsed: float = 0.0
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var vibrato_phase: float = 0.0
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var phase: int = 0
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var ipp: int = 0
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var flanger_buffer_length: int = 1024
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var flanger_buffer: Array = []
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for i in flanger_buffer_length:
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flanger_buffer.append(0.0)
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var _buffer: Array = []
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var sample_sum: float = 0.0
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var num_summed: float = 0.0
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var summands: int = floor(44100.0 / sample_rate)
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var t: float = -1.0
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while t < INF:
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t += 1
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# Repeats
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elapsed_since_repeat += 1.0
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if (repeat_time != 0.0 and elapsed_since_repeat >= repeat_time):
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prepare_values()
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# Arpeggio (single)
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if (arpeggio_time != 0 and t >= arpeggio_time):
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arpeggio_time = 0
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period *= arpeggio_multiplier
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# Frequency slide, and frequency slide slide!
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period_mult += period_mult_slide
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period *= period_mult
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if (period > period_max):
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period = period_max
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if (enable_frequency_cutoff):
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break
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# Vibrato
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var rfperiod: float = period
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if (vibrato_amplitude > 0.0):
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vibrato_phase += vibrato_speed
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rfperiod = period * (1.0 + sin(vibrato_phase) * vibrato_amplitude)
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var iperiod: int = floor(rfperiod)
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if (iperiod < SfxrGlobals.OVERSAMPLING):
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iperiod = SfxrGlobals.OVERSAMPLING
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# Square wave duty cycle
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duty_cycle = duty_cycle + duty_cycle_slide
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if (duty_cycle > 0.5):
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duty_cycle = 0.5
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elif (duty_cycle < 0.0):
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duty_cycle = 0.0
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# Volume envelope
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envelope_elapsed += 1.0
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if (envelope_elapsed > envelope_length[envelope_stage]):
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envelope_elapsed = 0.0
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envelope_stage += 1.0
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if (envelope_stage > 2.0):
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break
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if (envelope_length[envelope_stage] == 0):
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continue
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var env_vol: float = 0.0
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var envf: float = envelope_elapsed / envelope_length[envelope_stage]
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if (envelope_stage == 0.0): # Attack
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env_vol = envf
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elif (envelope_stage == 1.0): # Sustain
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env_vol = 1.0 + (1.0 - envf) * 2.0 * envelope_punch
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else: # Decay
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env_vol = 1.0 - envf
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# Flanger step
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flanger_offset += flanger_offset_slide
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var iphase: int = abs(floor(flanger_offset))
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if (iphase > 1023):
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iphase = 1023
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if (flthp_d != 0.0):
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flthp = flthp * flthp_d
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if (flthp > 0.1):
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flthp = 0.1
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elif (flthp < 0.00001):
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flthp = 0.00001
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# 8x Oversampling
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var sample: float = 0.0
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for i in SfxrGlobals.OVERSAMPLING:
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var sub_sample: float = 0.0
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phase += 1
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if (phase >= iperiod):
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phase %= iperiod
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if (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
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for j in noise_buffer_length:
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noise_buffer[i] = randf() * 2.0 - 1.0
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# Base waveform
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var fp: float = float(phase) / float(iperiod)
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if (wave_shape == SfxrGlobals.WAVE_SHAPES.SQUARE):
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if (fp < duty_cycle):
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sub_sample = 0.5
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else:
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sub_sample = -0.5
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SAWTOOTH):
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if (fp < duty_cycle):
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sub_sample = -1.0 + 2.0 * fp / duty_cycle
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else:
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sub_sample = 1.0 - 2.0 * (fp - duty_cycle) / (1 - duty_cycle)
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SINE):
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sub_sample = sin(fp * 2.0 * PI)
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
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sub_sample = noise_buffer[int(floor(phase * 32.0 / iperiod))]
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else:
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printerr("ERROR: Bad wave type: " + str(wave_shape))
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sub_sample = 0
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# Low-pass filter
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var pp: float = fltp
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fltw *= fltw_d
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if (fltw > 0.1):
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fltw = 0.1
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elif (fltw < 0.0):
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fltw = 0.0
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if (enable_low_pass_filter):
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fltdp += (sub_sample - fltp) * fltw
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fltdp -= fltdp * fltdmp
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else:
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fltp = sub_sample
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fltdp = 0.0
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fltp += fltdp
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# High-pass filter
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fltphp += fltp - pp
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fltphp -= fltphp * flthp
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sub_sample = fltphp
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# Flanger
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flanger_buffer[ipp & 1023] = sub_sample
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sub_sample += flanger_buffer[(ipp - iphase + 1024) & 1023]
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ipp = (ipp + 1) & 1023
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# Final accumulation and envelope application
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sample += sub_sample * env_vol
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# Accumulate samples appropriately for sample rate
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sample_sum += sample
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num_summed += 1.0
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if (num_summed >= summands):
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num_summed = 0.0
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sample = sample_sum / summands
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sample_sum = 0.0
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else:
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continue
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sample = sample / SfxrGlobals.OVERSAMPLING * SfxrGlobals.MASTER_VOLUME
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sample *= gain
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sample = floor((sample + 1) * 128)
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if (sample > 255):
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sample = 255;
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elif (sample < 0):
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sample = 0
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sample += 128
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if sample > 255:
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sample -= 255
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_buffer.append(sample)
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return _buffer
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|
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func build_sample(stream_player):
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init_params(stream_player)
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var sample: AudioStreamWAV = stream_player.stream
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if (not sample):
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stream_player.stream = AudioStreamWAV.new()
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sample = stream_player.stream
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sample.mix_rate = sample_rate
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sample.data = PackedByteArray(get_raw_buffer())
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return sample
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@@ -1,30 +0,0 @@
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extends Object
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||||
class_name SfxrGlobals
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|
||||
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enum WAVE_SHAPES {
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SQUARE,
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SAWTOOTH,
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SINE,
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NOISE,
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}
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||||
enum PRESETS {
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NONE,
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||||
PICKUP,
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||||
LASER,
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||||
EXPLOSION,
|
||||
POWERUP,
|
||||
HIT,
|
||||
JUMP,
|
||||
CLICK,
|
||||
BLIP,
|
||||
SYNTH,
|
||||
RANDOM,
|
||||
TONE,
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||||
MUTATE,
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||||
}
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||||
|
||||
const OVERSAMPLING = 8
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||||
|
||||
const MASTER_VOLUME = 1
|
||||
@@ -1,119 +0,0 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
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||||
var p_env_sustain: float
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||||
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
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||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
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||||
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)
|
||||
@@ -1,119 +0,0 @@
|
||||
@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)
|
||||
@@ -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)
|
||||
@@ -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()
|
||||
@@ -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"
|
||||
@@ -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
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -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={}
|
||||
Binary file not shown.
@@ -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 )
|
||||
@@ -14,20 +14,10 @@ _global_script_classes=[{
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/player/Hitable.gd"
|
||||
}, {
|
||||
"base": "RefCounted",
|
||||
"class": &"SfxrGenerator",
|
||||
"base": "EditorPlugin",
|
||||
"class": &"TBPlugin",
|
||||
"language": &"GDScript",
|
||||
"path": "res://addons/godot_sfxr/SfxrGenerator.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"
|
||||
"path": "res://addons/tbloader/src/plugin.gd"
|
||||
}, {
|
||||
"base": "Node3D",
|
||||
"class": &"Weapon",
|
||||
@@ -36,19 +26,21 @@ _global_script_classes=[{
|
||||
}]
|
||||
_global_script_class_icons={
|
||||
"Hitable": "",
|
||||
"SfxrGenerator": "",
|
||||
"SfxrGlobals": "",
|
||||
"SfxrStreamPlayerInterface": "",
|
||||
"TBPlugin": "",
|
||||
"Weapon": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Scoom"
|
||||
run/main_scene="res://Game.tscn"
|
||||
run/main_scene="res://scenes/map/Map.tscn"
|
||||
config/features=PackedStringArray("4.0")
|
||||
config/icon="res://textures/icon.png"
|
||||
|
||||
[autoload]
|
||||
|
||||
Runtimeloader="*res://scripts/utils/runtimeloader.gd"
|
||||
|
||||
[display]
|
||||
|
||||
window/stretch/mode="2d"
|
||||
@@ -59,7 +51,7 @@ window/size/test_height=720
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/godot_sfxr/plugin.cfg")
|
||||
enabled=PackedStringArray("res://addons/tbloader/plugin.cfg")
|
||||
|
||||
[input]
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -3,3 +3,7 @@
|
||||
[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="Cube011" parent="." index="0"]
|
||||
layers = 2
|
||||
cast_shadow = 0
|
||||
|
||||
@@ -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"]
|
||||
|
||||
@@ -6,3 +6,5 @@
|
||||
|
||||
[node name="Cube024" parent="." index="0"]
|
||||
transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0, 0)
|
||||
layers = 2
|
||||
cast_shadow = 0
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
extends Node
|
||||
class_name Hitable
|
||||
|
||||
func Hit():
|
||||
print("Got hit")
|
||||
var health = 200
|
||||
|
||||
func Hit(dmg):
|
||||
#var tween = create_tween()
|
||||
health -= dmg
|
||||
if(health <= 0):
|
||||
queue_free()
|
||||
|
||||
@@ -8,6 +8,7 @@ const RELOAD = 3
|
||||
|
||||
const DRAW_TIME = 0.35
|
||||
|
||||
var MELEE : bool
|
||||
var MAX_CLIP : int
|
||||
var DAMAGE : float
|
||||
var MOMENTUM : Vector2
|
||||
@@ -55,9 +56,11 @@ func InitialPos():
|
||||
|
||||
func Shoot():
|
||||
if CanShoot():
|
||||
if !FIREMODE:
|
||||
if not FIREMODE:
|
||||
can_shoot = false
|
||||
clip -= 1
|
||||
if not MELEE:
|
||||
clip -= 1
|
||||
|
||||
state = SHOOT;
|
||||
var tween = create_tween()
|
||||
tween.set_trans(Tween.TRANS_ELASTIC)
|
||||
|
||||
@@ -3,99 +3,65 @@ extends Node3D
|
||||
const CONFIG_PATH = "user://weapons.scoom"
|
||||
const REVOLVER = 0
|
||||
const UZI = 1
|
||||
|
||||
|
||||
const REST = 0
|
||||
const BOB = 1
|
||||
const CHAINSAW = 2
|
||||
|
||||
var state = 0
|
||||
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
|
||||
@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 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 sway_lerp = 5
|
||||
|
||||
func _ready():
|
||||
save_data(file_data)
|
||||
load_data()
|
||||
var config = load_data() as ConfigFile
|
||||
|
||||
for i in range(0, file_data.size()):
|
||||
for weapon in config.get_sections():
|
||||
var root = Weapon.new()
|
||||
root.name = str(i)
|
||||
var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn"
|
||||
var weapon_model_resource = load(resource)
|
||||
var weapon_model = weapon_model_resource.instantiate()
|
||||
root.name = weapon
|
||||
var weapon_model = Runtimeloader.load_gltf(config.get_value(weapon, "MODEL")) as Node3D
|
||||
var old_parent = weapon_model.get_parent()
|
||||
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
|
||||
root.add_child(weapon_model)
|
||||
root.position = file_data[i].HAND_POS
|
||||
root.rotation = file_data[i].HAND_ROT
|
||||
root.position = config.get_value(weapon, "HAND_POS")
|
||||
root.rotation = config.get_value(weapon, "HAND_ROT")
|
||||
root.hide()
|
||||
add_child(root)
|
||||
|
||||
#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.DAMAGE = file_data[i].DAMAGE
|
||||
root.MOMENTUM = file_data[i].MOMENTUM
|
||||
root.ANGULAR_MOMENTUM = file_data[i].ANGULAR_MOMENTUM
|
||||
root.RECOIL_COOLDOWN = file_data[i].RECOIL_COOLDOWN
|
||||
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
|
||||
root.DAMAGE = config.get_value(weapon, "DAMAGE")
|
||||
root.RPM = config.get_value(weapon, "RPM")
|
||||
root.FIREMODE = config.get_value(weapon, "FIREMODE")
|
||||
root.HITSCAN = config.get_value(weapon, "HITSCAN")
|
||||
if(not root.HITSCAN):
|
||||
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[current_weapon].init()
|
||||
@@ -108,12 +74,14 @@ func _input(event):
|
||||
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
|
||||
|
||||
|
||||
|
||||
func _unhandled_input(_event):
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
|
||||
ChangeWeapon((current_weapon + 1) % weapons.size())
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
|
||||
ChangeWeapon((current_weapon - 1) % weapons.size())
|
||||
|
||||
|
||||
if Input.is_action_just_pressed("reload"):
|
||||
weapons[current_weapon].Reload()
|
||||
|
||||
@@ -125,6 +93,7 @@ func ChangeWeapon(i):
|
||||
|
||||
var time = 0
|
||||
func _process(delta):
|
||||
GunCam.global_transform = MainCam.global_transform
|
||||
if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot():
|
||||
if(weapons[current_weapon].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)
|
||||
if(raycast.get_collision_mask_value(10)):
|
||||
if(target is Hitable):
|
||||
target.Hit()
|
||||
target.Hit(weapons[current_weapon].DAMAGE)
|
||||
|
||||
|
||||
func Projectile():
|
||||
pass
|
||||
|
||||
func save_data(data):
|
||||
var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
|
||||
file.store_var(data)
|
||||
|
||||
func load_data():
|
||||
var file = FileAccess.open(CONFIG_PATH, FileAccess.READ)
|
||||
var data = file.get_var()
|
||||
file_data = data
|
||||
var path = ""
|
||||
if(OS.has_feature("editor")):
|
||||
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user