✨ Better bullet
This commit is contained in:
parent
3fa89145b4
commit
cf6b4b0273
@ -6,16 +6,16 @@
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_5wmf4"]
|
||||
size = Vector2(51.2, 51.2)
|
||||
|
||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_r3565"]
|
||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ccaja"]
|
||||
properties/0/path = NodePath(".:position")
|
||||
properties/0/spawn = true
|
||||
properties/0/replication_mode = 0
|
||||
properties/1/path = NodePath(".:DecayProgress")
|
||||
properties/0/replication_mode = 1
|
||||
properties/1/path = NodePath(".:PlayerId")
|
||||
properties/1/spawn = true
|
||||
properties/1/replication_mode = 0
|
||||
properties/2/path = NodePath(".:MaxDecayProgress")
|
||||
properties/1/replication_mode = 1
|
||||
properties/2/path = NodePath(".:DecayProgress")
|
||||
properties/2/spawn = true
|
||||
properties/2/replication_mode = 0
|
||||
properties/2/replication_mode = 1
|
||||
|
||||
[node name="Brick" type="StaticBody2D"]
|
||||
script = ExtResource("1_u0jqj")
|
||||
@ -33,4 +33,4 @@ wait_time = 0.1
|
||||
autostart = true
|
||||
|
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||
replication_config = SubResource("SceneReplicationConfig_r3565")
|
||||
replication_config = SubResource("SceneReplicationConfig_ccaja")
|
||||
|
@ -115,6 +115,10 @@ one_shot = true
|
||||
wait_time = 0.05
|
||||
one_shot = true
|
||||
|
||||
[node name="WeaponCountdown" type="Timer" parent="."]
|
||||
wait_time = 0.1
|
||||
one_shot = true
|
||||
|
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||
replication_config = SubResource("SceneReplicationConfig_bekoo")
|
||||
|
||||
|
@ -38,6 +38,7 @@ text = "Health 100/100"
|
||||
custom_minimum_size = Vector2(2.08165e-12, 16)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
max_value = 1.0
|
||||
rounded = true
|
||||
allow_greater = true
|
||||
allow_lesser = true
|
||||
@ -56,6 +57,7 @@ horizontal_alignment = 1
|
||||
custom_minimum_size = Vector2(2.08165e-12, 16)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
max_value = 1.0
|
||||
rounded = true
|
||||
allow_greater = true
|
||||
allow_lesser = true
|
||||
|
@ -7,6 +7,8 @@ public partial class Brick : StaticBody2D
|
||||
[Export] public int MaxDecayProgress = 50;
|
||||
[Export] public int DecayProgress;
|
||||
|
||||
[Export] public int PlayerId;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
DecayProgress = MaxDecayProgress;
|
||||
@ -15,14 +17,14 @@ public partial class Brick : StaticBody2D
|
||||
{
|
||||
DecayProgress--;
|
||||
if (DecayProgress > 0) return;
|
||||
|
||||
GetNode<Timer>("DecayTimer").Stop();
|
||||
QueueFree();
|
||||
};
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if(DecayProgress <= 0) QueueFree();
|
||||
|
||||
var sprite = GetNode<Sprite2D>("Sprite2D");
|
||||
sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
|
||||
}
|
||||
|
@ -23,6 +23,12 @@ public partial class Bullet : Area2D
|
||||
player.TakeDamage(Damage);
|
||||
}
|
||||
|
||||
if (body is Brick brick)
|
||||
{
|
||||
if (brick.PlayerId == PlayerId) return;
|
||||
brick.DecayProgress--;
|
||||
}
|
||||
|
||||
QueueFree();
|
||||
};
|
||||
}
|
||||
|
@ -42,7 +42,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
|
||||
|
||||
if (Input.IsActionJustPressed("move_dash"))
|
||||
Rpc(nameof(Dash));
|
||||
if (Input.IsActionJustPressed("weapon_shoot"))
|
||||
if (Input.IsActionPressed("weapon_shoot"))
|
||||
Rpc(nameof(Shoot));
|
||||
if (Input.IsActionJustPressed("weapon_reload"))
|
||||
Rpc(nameof(Reload));
|
||||
|
@ -6,195 +6,205 @@ namespace AceField.Scripts;
|
||||
|
||||
public partial class Player : CharacterBody2D
|
||||
{
|
||||
private int _currentPlayerId = 1;
|
||||
private int _currentPlayerId = 1;
|
||||
|
||||
[Export] public float MaxSpeed = 400f;
|
||||
[Export] public float Acceleration = 500f;
|
||||
[Export] public float Deceleration = 500f;
|
||||
[Export] public float RotationSpeed = 5f;
|
||||
[Export] public float MaxSpeed = 400f;
|
||||
[Export] public float Acceleration = 500f;
|
||||
[Export] public float Deceleration = 500f;
|
||||
[Export] public float RotationSpeed = 5f;
|
||||
|
||||
[Export] public int Reach = 5;
|
||||
[Export] public int Reach = 5;
|
||||
|
||||
[Export] public double Health = 100;
|
||||
[Export] public double MaxHealth = 100;
|
||||
[Export] public double ActionPoints = 20;
|
||||
[Export] public double MaxActionPoints = 20;
|
||||
[Export] public int AmmoAmount = 30;
|
||||
[Export] public int MaxAmmoAmount = 30;
|
||||
[Export] public double Health = 100;
|
||||
[Export] public double MaxHealth = 100;
|
||||
[Export] public double ActionPoints = 20;
|
||||
[Export] public double MaxActionPoints = 20;
|
||||
[Export] public int AmmoAmount = 30;
|
||||
[Export] public int MaxAmmoAmount = 30;
|
||||
|
||||
[Export] public Camera2D PlayerCamera;
|
||||
[Export] public PlayerInput PlayerInput;
|
||||
[Export] public Camera2D PlayerCamera;
|
||||
[Export] public PlayerInput PlayerInput;
|
||||
|
||||
[Export] public float PlayerDashAcceleration = 2f;
|
||||
[Export] public float PlayerDashAcceleration = 2f;
|
||||
|
||||
[Export] public PackedScene BulletScene;
|
||||
[Export] public PackedScene TileScene;
|
||||
[Export] public PackedScene BulletScene;
|
||||
[Export] public PackedScene TileScene;
|
||||
|
||||
[Export] public float TileSize;
|
||||
[Export] public float TileSize;
|
||||
|
||||
[Export] public string PlayerName;
|
||||
[Export] public string PlayerName;
|
||||
|
||||
[Export]
|
||||
public int PlayerId
|
||||
{
|
||||
get => _currentPlayerId;
|
||||
set
|
||||
{
|
||||
_currentPlayerId = value;
|
||||
PlayerInput.SetMultiplayerAuthority(value);
|
||||
}
|
||||
}
|
||||
[Export]
|
||||
public int PlayerId
|
||||
{
|
||||
get => _currentPlayerId;
|
||||
set
|
||||
{
|
||||
_currentPlayerId = value;
|
||||
PlayerInput.SetMultiplayerAuthority(value);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
|
||||
public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
|
||||
|
||||
public bool IsReloading
|
||||
=> !GetNode<Timer>("ReloadTimer").IsStopped();
|
||||
public bool IsReloading
|
||||
=> !GetNode<Timer>("ReloadTimer").IsStopped();
|
||||
|
||||
public double TimeRemainingOfReload
|
||||
=> GetNode<Timer>("ReloadTimer").TimeLeft;
|
||||
public double TimeRemainingOfReload
|
||||
=> GetNode<Timer>("ReloadTimer").TimeLeft;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Health = MaxHealth;
|
||||
ActionPoints = MaxActionPoints;
|
||||
public override void _Ready()
|
||||
{
|
||||
Health = MaxHealth;
|
||||
ActionPoints = MaxActionPoints;
|
||||
|
||||
if (PlayerId == Multiplayer.GetUniqueId())
|
||||
PlayerCamera.Enabled = true;
|
||||
if (PlayerId == Multiplayer.GetUniqueId())
|
||||
PlayerCamera.Enabled = true;
|
||||
|
||||
PlayerName ??= $"Player#{PlayerId}";
|
||||
GetNode<Label>("Overlay/NameTag").Text = PlayerName;
|
||||
PlayerName ??= $"Player#{PlayerId}";
|
||||
GetNode<Label>("Overlay/NameTag").Text = PlayerName;
|
||||
|
||||
GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
|
||||
GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
|
||||
|
||||
GetNode<Timer>("ReloadTimer").Timeout += () =>
|
||||
{
|
||||
AmmoAmount = MaxAmmoAmount;
|
||||
PlayerInput.IsReloading = false;
|
||||
};
|
||||
}
|
||||
GetNode<Timer>("ReloadTimer").Timeout += () =>
|
||||
{
|
||||
AmmoAmount = MaxAmmoAmount;
|
||||
PlayerInput.IsReloading = false;
|
||||
};
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (PlayerInput.IsShooting)
|
||||
{
|
||||
PlayerInput.IsShooting = false;
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (PlayerInput.IsShooting)
|
||||
{
|
||||
PlayerInput.IsShooting = false;
|
||||
|
||||
var name = GD.Randi();
|
||||
Rpc(nameof(Shoot), name.ToString());
|
||||
}
|
||||
var timer = GetNode<Timer>("WeaponCountdown");
|
||||
|
||||
if (PlayerInput.IsReloading)
|
||||
{
|
||||
if (AmmoAmount == MaxAmmoAmount)
|
||||
{
|
||||
PlayerInput.IsReloading = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var timer = GetNode<Timer>("ReloadTimer");
|
||||
if (timer.IsStopped())
|
||||
{
|
||||
AmmoAmount = 0;
|
||||
timer.Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (timer.IsStopped())
|
||||
{
|
||||
var name = GD.Randi();
|
||||
Shoot(name.ToString());
|
||||
timer.Start();
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.IsBuilding)
|
||||
{
|
||||
PlayerInput.IsBuilding = false;
|
||||
if (PlayerInput.IsReloading)
|
||||
{
|
||||
if (AmmoAmount == MaxAmmoAmount)
|
||||
{
|
||||
PlayerInput.IsReloading = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var timer = GetNode<Timer>("ReloadTimer");
|
||||
if (timer.IsStopped())
|
||||
{
|
||||
AmmoAmount = 0;
|
||||
timer.Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var target = GetGlobalMousePosition();
|
||||
var distance = Position.DistanceTo(target);
|
||||
if (distance <= Reach * TileSize)
|
||||
{
|
||||
var name = GD.Randi();
|
||||
if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
|
||||
Rpc(nameof(AddTile), target, PlayerId, name.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (PlayerInput.IsBuilding)
|
||||
{
|
||||
PlayerInput.IsBuilding = false;
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
var input = PlayerInput.MovementDirection;
|
||||
var target = GetGlobalMousePosition();
|
||||
var distance = Position.DistanceTo(target);
|
||||
if (distance <= Reach * TileSize)
|
||||
{
|
||||
var name = GD.Randi();
|
||||
if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
|
||||
Rpc(nameof(AddTile), target, PlayerId, name.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (input != Vector2.Zero)
|
||||
{
|
||||
input = input.Normalized();
|
||||
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
var input = PlayerInput.MovementDirection;
|
||||
|
||||
var centre = GetNode<Node2D>("RotationCentre");
|
||||
var finalRotation = input.Angle() + Mathf.Pi / 2;
|
||||
centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
|
||||
}
|
||||
if (input != Vector2.Zero)
|
||||
{
|
||||
input = input.Normalized();
|
||||
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
|
||||
|
||||
var dashCountdown = GetNode<Timer>("DashCountdown");
|
||||
if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
|
||||
{
|
||||
PlayerInput.IsDashing = false;
|
||||
Velocity *= PlayerDashAcceleration;
|
||||
ActionPoints--;
|
||||
dashCountdown.Start();
|
||||
}
|
||||
var centre = GetNode<Node2D>("RotationCentre");
|
||||
var finalRotation = input.Angle() + Mathf.Pi / 2;
|
||||
centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
|
||||
}
|
||||
|
||||
Position += Velocity * (float)delta;
|
||||
MoveAndSlide();
|
||||
}
|
||||
var dashCountdown = GetNode<Timer>("DashCountdown");
|
||||
if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
|
||||
{
|
||||
PlayerInput.IsDashing = false;
|
||||
Velocity *= PlayerDashAcceleration;
|
||||
ActionPoints--;
|
||||
dashCountdown.Start();
|
||||
}
|
||||
|
||||
public void TakeDamage(double damage)
|
||||
{
|
||||
Rpc(nameof(GotDamage), damage);
|
||||
}
|
||||
if (IsReloading)
|
||||
{
|
||||
Velocity *= 0.8f;
|
||||
}
|
||||
|
||||
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
private void Shoot(string name)
|
||||
{
|
||||
if (AmmoAmount <= 0) return;
|
||||
Position += Velocity * (float)delta;
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
|
||||
var projectile = BulletScene.Instantiate<Bullet>();
|
||||
projectile.Name = $"Bullet@{name}";
|
||||
projectile.Transform = marker.GlobalTransform;
|
||||
projectile.PlayerId = PlayerId;
|
||||
public void TakeDamage(double damage)
|
||||
{
|
||||
Rpc(nameof(GotDamage), damage);
|
||||
}
|
||||
|
||||
GetParent().AddChild(projectile);
|
||||
AmmoAmount--;
|
||||
}
|
||||
private void Shoot(string name)
|
||||
{
|
||||
if (AmmoAmount <= 0) return;
|
||||
|
||||
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
public void AddTile(Vector2 pos, int playerId, string name)
|
||||
{
|
||||
var tiles = GetParent<World>();
|
||||
var tileVec = new Vector2(50, 50);
|
||||
var instance = TileScene.Instantiate<Node2D>();
|
||||
instance.SetMultiplayerAuthority(playerId);
|
||||
instance.Name = $"Brick@{name}";
|
||||
instance.Position = pos.Snapped(tileVec);
|
||||
tiles.AddChild(instance);
|
||||
}
|
||||
var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
|
||||
var projectile = BulletScene.Instantiate<Bullet>();
|
||||
projectile.Name = $"Bullet@{name}";
|
||||
projectile.Transform = marker.GlobalTransform;
|
||||
projectile.PlayerId = PlayerId;
|
||||
|
||||
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
private void GotDamage(double damage)
|
||||
{
|
||||
var protection = GetNode<Timer>("ProtectionCountdown");
|
||||
GetParent().AddChild(projectile);
|
||||
AmmoAmount--;
|
||||
}
|
||||
|
||||
if (protection.IsStopped())
|
||||
{
|
||||
Health -= damage;
|
||||
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
public void AddTile(Vector2 pos, int playerId, string name)
|
||||
{
|
||||
var tiles = GetParent<World>();
|
||||
var tileVec = new Vector2(50, 50);
|
||||
var instance = TileScene.Instantiate<Brick>();
|
||||
instance.Name = $"Brick@{name}";
|
||||
instance.Position = pos.Snapped(tileVec);
|
||||
instance.PlayerId = playerId;
|
||||
tiles.AddChild(instance);
|
||||
}
|
||||
|
||||
var tween = CreateTween();
|
||||
var bar = GetNode<ProgressBar>("Overlay/HealthBar");
|
||||
tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
|
||||
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
private void GotDamage(double damage)
|
||||
{
|
||||
var protection = GetNode<Timer>("ProtectionCountdown");
|
||||
|
||||
protection.Start();
|
||||
}
|
||||
if (protection.IsStopped())
|
||||
{
|
||||
Health -= damage;
|
||||
|
||||
var shakableCamera = GetNode<CameraShake>("Camera2D");
|
||||
shakableCamera.AddTrauma(0.5f);
|
||||
}
|
||||
}
|
||||
var tween = CreateTween();
|
||||
var bar = GetNode<ProgressBar>("Overlay/HealthBar");
|
||||
tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
|
||||
|
||||
protection.Start();
|
||||
}
|
||||
|
||||
var shakableCamera = GetNode<CameraShake>("Camera2D");
|
||||
shakableCamera.AddTrauma(0.5f);
|
||||
}
|
||||
}
|
||||
|
@ -13,28 +13,29 @@ public partial class HUD : Control
|
||||
|
||||
Position = new Vector2(0, 0);
|
||||
Size = screenSize;
|
||||
GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X-16*2, 16);
|
||||
GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X - 16 * 2, 16);
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
var player = World.GetCurrentPlayer();
|
||||
if (player == null) return;
|
||||
|
||||
|
||||
var healthBar = GetNode<ProgressBar>("TopBox/HealthBox/Bar");
|
||||
var healthLabel = GetNode<Label>("TopBox/HealthBox/Label");
|
||||
healthBar.Value = player.Health / player.MaxHealth * 100;
|
||||
healthLabel.Text = $"Health {player.Health}/{player.MaxHealth}";
|
||||
|
||||
|
||||
var actionBar = GetNode<ProgressBar>("TopBox/ActionPointBox/Bar");
|
||||
var actionLabel = GetNode<Label>("TopBox/ActionPointBox/Label");
|
||||
actionBar.Value = player.ActionPoints / player.MaxActionPoints * 100;
|
||||
actionLabel.Text = $"AP {player.ActionPoints}/{player.MaxActionPoints}";
|
||||
|
||||
|
||||
var ammoBar = GetNode<ProgressBar>("TopBox/AmmoBox/Bar");
|
||||
var ammoLabel = GetNode<Label>("TopBox/AmmoBox/Label");
|
||||
ammoBar.Value = player.AmmoAmount / player.MaxAmmoAmount * 100;
|
||||
if (player.IsReloading) ammoLabel.Text = $"Reloading... {player.TimeRemainingOfReload:F2}";
|
||||
else ammoLabel.Text = $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
|
||||
ammoBar.Value = (float)player.AmmoAmount / player.MaxAmmoAmount * 100;
|
||||
ammoLabel.Text = player.IsReloading
|
||||
? $"Reloading... {player.TimeRemainingOfReload:F2}"
|
||||
: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user