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-rw-r--r--prefabs/test_arena.tscn7
-rw-r--r--scripts/player.gd20
2 files changed, 18 insertions, 9 deletions
diff --git a/prefabs/test_arena.tscn b/prefabs/test_arena.tscn
index cccb951..87d6463 100644
--- a/prefabs/test_arena.tscn
+++ b/prefabs/test_arena.tscn
@@ -7,8 +7,8 @@
[sub_resource type="Environment" id="Environment_2poci"]
background_color = Color(0.130548, 0.170599, 0.433834, 1)
ambient_light_source = 2
-ambient_light_color = Color(0.244776, 0.244776, 0.244776, 1)
-ambient_light_energy = 2.27
+ambient_light_color = Color(1, 1, 1, 1)
+ambient_light_energy = 0.6
[sub_resource type="BoxMesh" id="BoxMesh_ox60m"]
size = Vector3(0.1, 0.1, 0.5)
@@ -77,9 +77,6 @@ script = ExtResource("1_dbsm0")
[node name="Node3D" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_2poci")
-[node name="OmniLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(0.838671, -0.296632, 0.456773, 0, 0.838671, 0.544639, -0.544639, -0.456773, 0.703368, 0, 0, -0.0795405)
-
[node name="Player" parent="." node_paths=PackedStringArray("HEAD", "HEADBOB_ANIMATION") instance=ExtResource("1_vc6b5")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 3)
HEAD = NodePath("PlayerCam")
diff --git a/scripts/player.gd b/scripts/player.gd
index f476bf0..275100a 100644
--- a/scripts/player.gd
+++ b/scripts/player.gd
@@ -4,6 +4,8 @@ extends Node3D
@export var grapple_speed: float = 10
@export var fire_distance: float = 100
+@export var fire_rate: float = 0.1
+
enum State {
NO_GRAPPLE,
FREE,
@@ -15,6 +17,9 @@ var grapple_target: Vector3 = Vector3.ZERO
var bullet_inst = preload("res://prefabs/bullet.tscn")
+var ammo: int = 100
+var fire_timer: float = fire_rate
+
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -44,8 +49,8 @@ func do_grapple() -> void:
get_parent().local_velocity = dir_to_target * grapple_speed
-func fire_weapon() -> void:
- if Input.is_action_just_pressed("attack"):
+func fire_weapon(delta: float) -> void:
+ if Input.is_action_pressed("attack") and ammo > 0 and fire_timer >= fire_rate:
var space_state = get_world_3d().direct_space_state
var starting_pos = global_position
var ending_pos = starting_pos + fire_distance * -global_transform.basis.z
@@ -69,10 +74,17 @@ func fire_weapon() -> void:
if abs(global_transform.basis.z.y) > 0.99:
up = Vector3(0, 0, 1)
bullet.look_at(end, up)
+
+ ammo -= 1
+ print("Ammo: ", ammo)
+ fire_timer = 0
+ else:
+ fire_timer += delta
+
-func _physics_process(_delta: float) -> void:
+func _physics_process(delta: float) -> void:
do_grapple()
- fire_weapon()
+ fire_weapon(delta)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void: