Start Hitscan & add Crosshair shader
This commit is contained in:
@@ -25,6 +25,5 @@ meshes/lightmap_texel_size=0.2
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
import_script/path=""
|
||||
_subresources={}
|
||||
|
||||
@@ -25,7 +25,6 @@ meshes/lightmap_texel_size=0.2
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
import_script/path=""
|
||||
_subresources={
|
||||
"materials": {
|
||||
|
||||
42
assets/shader/crosshair.gdshader
Normal file
42
assets/shader/crosshair.gdshader
Normal file
@@ -0,0 +1,42 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform bool center_enabled = true;
|
||||
uniform bool legs_enabled = true;
|
||||
uniform bool inverted = false;
|
||||
uniform int color_id = 0;
|
||||
uniform vec4 color_0 = vec4(0., 1, 0., 1.);
|
||||
uniform vec4 color_1 = vec4(1., 0., 0., 1.);
|
||||
uniform vec4 color_2 = vec4(0., 0., 1., 1.);
|
||||
uniform float center_radius = .001;
|
||||
uniform float width = .001;
|
||||
uniform float len = .005;
|
||||
uniform float spacing = .008;
|
||||
uniform float spread = 1.;
|
||||
|
||||
|
||||
void fragment(){
|
||||
|
||||
float a = SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y;
|
||||
vec2 UVa = vec2(UV.x / a, UV.y);
|
||||
vec2 center = vec2(.5 / a, .5);
|
||||
|
||||
float point = step(distance(UVa, center), center_radius);
|
||||
|
||||
float h = step(center.x - len - spacing*spread, UVa.x) - step(center.x - spacing*spread, UVa.x);
|
||||
h += step(center.x + spacing*spread, UVa.x) - step(center.x + len + spacing*spread, UVa.x);
|
||||
h *= step(center.y - width, UVa.y) - step(center.y + width, UVa.y);
|
||||
|
||||
float v = step(center.y - len - spacing*spread, UVa.y) - step(center.y - spacing*spread, UVa.y);
|
||||
v += step(center.y + spacing*spread, UVa.y) - step(center.y + len + spacing*spread, UVa.y);
|
||||
v *= step(center.x - width, UVa.x) - step(center.x + width, UVa.x);
|
||||
|
||||
float crosshair;
|
||||
|
||||
crosshair = (h+v) * float(legs_enabled) + point * float(center_enabled);
|
||||
|
||||
if(!inverted){
|
||||
COLOR = (color_0 * float(color_id == 0) + color_1 * float(color_id == 1) + color_2 * float(color_id == 2)) * crosshair;
|
||||
}else{
|
||||
COLOR = vec4((cos(textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb * 3.1415926534) + 1.)/2., 1.) * crosshair;
|
||||
}
|
||||
}
|
||||
@@ -97,6 +97,11 @@ wheel_down={
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
reload={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
@@ -1,10 +1,26 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://bl7jynld7s25o"]
|
||||
[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")
|
||||
|
||||
@@ -19,8 +35,17 @@ 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")
|
||||
sway_left = Vector3(0, 0.1, 0)
|
||||
sway_right = Vector3(0, -0.1, 0)
|
||||
|
||||
[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)
|
||||
|
||||
@@ -8,8 +8,6 @@ const RELOAD = 3
|
||||
|
||||
const DRAW_TIME = 0.35
|
||||
|
||||
#TODO: Load gun config from file
|
||||
|
||||
var MAX_CLIP : int
|
||||
var DAMAGE : float
|
||||
var MOMENTUM : Vector2
|
||||
@@ -20,10 +18,12 @@ var DRAW_POS : Vector3
|
||||
var DRAW_ROT : Vector3
|
||||
var MODEL : Node3D
|
||||
var FIREMODE : int
|
||||
var HITSCAN : bool
|
||||
var RAY_LEN : float = 1000
|
||||
|
||||
var SHOOTING_SPEED: float
|
||||
var can_shoot : bool
|
||||
var clip = 444444
|
||||
var clip : int
|
||||
var state = DEFAULT
|
||||
|
||||
func init():
|
||||
@@ -51,7 +51,7 @@ func InitialPos():
|
||||
|
||||
|
||||
func Shoot():
|
||||
if clip > 0 && state == INITIAL && can_shoot:
|
||||
if CanShoot():
|
||||
if !FIREMODE:
|
||||
can_shoot = false
|
||||
clip -= 1
|
||||
@@ -68,6 +68,9 @@ func Shoot():
|
||||
return true
|
||||
return false
|
||||
|
||||
func CanShoot():
|
||||
return clip > 0 && state == INITIAL && can_shoot
|
||||
|
||||
func Release():
|
||||
if !FIREMODE:
|
||||
can_shoot = true
|
||||
@@ -75,7 +78,7 @@ func Release():
|
||||
|
||||
func Reload():
|
||||
if(clip < MAX_CLIP && state == INITIAL):
|
||||
state = RELOAD
|
||||
|
||||
#state = RELOAD
|
||||
clip = MAX_CLIP
|
||||
return true
|
||||
return false
|
||||
|
||||
@@ -9,6 +9,7 @@ const BOB = 1
|
||||
|
||||
var state = 0
|
||||
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
|
||||
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
|
||||
|
||||
var weapons = []
|
||||
|
||||
@@ -27,19 +28,14 @@ var file_data = {
|
||||
"RECOIL_COOLDOWN": 0.35,
|
||||
"RPM": 120,
|
||||
"DRAW_POS": Vector3(0,-0.5,-0.3),
|
||||
"DRAW_ROT": Vector3(1.3, 0, 0)
|
||||
"DRAW_ROT": Vector3(1.3, 0, 0),
|
||||
"HITSCAN": true
|
||||
}
|
||||
}
|
||||
|
||||
var mouse_mov : Vector3
|
||||
var sway_threshold = 5
|
||||
var sway_lerp = 5
|
||||
|
||||
@export var sway_left : Vector3
|
||||
@export var sway_right : Vector3
|
||||
@export var sway_normal : Vector3
|
||||
|
||||
|
||||
func _ready():
|
||||
save_data(file_data)
|
||||
load_data()
|
||||
@@ -50,12 +46,17 @@ func _ready():
|
||||
var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn"
|
||||
var weapon_model_resource = load(resource)
|
||||
var weapon_model = weapon_model_resource.instantiate()
|
||||
|
||||
#Set Weapon nodes
|
||||
root.add_child(weapon_model)
|
||||
root.position = file_data[i].HAND_POS
|
||||
root.rotation = file_data[i].HAND_ROT
|
||||
root.hide()
|
||||
add_child(root)
|
||||
|
||||
#Set Weapon Data
|
||||
root.MAX_CLIP = file_data[i].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
|
||||
@@ -64,8 +65,14 @@ func _ready():
|
||||
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
|
||||
if(not root.HITSCAN):
|
||||
print("Projectile stats")
|
||||
|
||||
weapons.append(root)
|
||||
weapons[current_weapon].init()
|
||||
raycast.target_position.z = -weapons[current_weapon].RAY_LEN
|
||||
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
@@ -75,21 +82,31 @@ func _input(event):
|
||||
|
||||
func _unhandled_input(_event):
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = (current_weapon + 1) % weapons.size()
|
||||
weapons[current_weapon].init()
|
||||
ChangeWeapon((current_weapon + 1) % weapons.size())
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = (current_weapon - 1) % weapons.size()
|
||||
weapons[current_weapon].init()
|
||||
|
||||
ChangeWeapon((current_weapon - 1) % weapons.size())
|
||||
|
||||
if Input.is_action_just_pressed("reload"):
|
||||
weapons[current_weapon].Reload()
|
||||
|
||||
func ChangeWeapon(i):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = (i)
|
||||
weapons[current_weapon].init()
|
||||
raycast.target_position.z = -weapons[current_weapon].RAY_LEN
|
||||
|
||||
var time = 0
|
||||
func _process(delta):
|
||||
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):
|
||||
HitScan()
|
||||
else:
|
||||
Projectile()
|
||||
|
||||
if Input.is_action_just_released("shoot"):
|
||||
weapons[current_weapon].Release()
|
||||
|
||||
|
||||
#SWAY
|
||||
if mouse_mov != null && mouse_mov.length() > 0:
|
||||
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
|
||||
@@ -104,12 +121,15 @@ func _process(delta):
|
||||
position.y = bobOscillate
|
||||
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
|
||||
position.x = bobOscillate
|
||||
#else:
|
||||
#position = lerp(position, Vector3.ZERO, )
|
||||
|
||||
|
||||
func HitScan():
|
||||
if(raycast.is_colliding()):
|
||||
var target = raycast.get_collider()
|
||||
print("Hit target ", target.name)
|
||||
|
||||
|
||||
func Projectile():
|
||||
pass
|
||||
|
||||
func save_data(data):
|
||||
var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
|
||||
|
||||
Reference in New Issue
Block a user