forked from unfa/liblast
Substituted Spatial with Node3D
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extends Spatial
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extends Node3D
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var first = true
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var first = true
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var velocity = 4
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var velocity = 4
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extends Spatial
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extends Node3D
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signal damage_dealt
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signal damage_dealt
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signal ammo_changed(type, amount)
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signal ammo_changed(type, amount)
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extends Spatial
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extends Node3D
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# Declare member variables here. Examples:
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# Declare member variables here. Examples:
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extends Spatial
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extends Node3D
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# This Scene is meant for playing back sound groups. For simple, singular sound effects use stock Godot nodes, this is meant to play a random sound among a group with variations.
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# This Scene is meant for playing back sound groups. For simple, singular sound effects use stock Godot nodes, this is meant to play a random sound among a group with variations.
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const SFX_dir = "res://Assets/SFX/" # all sound clips must reside somewhere in this directory
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const SFX_dir = "res://Assets/SFX/" # all sound clips must reside somewhere in this directory
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onready var player = $AudioStreamPlayer3D # playback backend
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@onready var player = $AudioStreamPlayer3D # playback backend
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export(String, FILE, "*-01.wav") var SoundClip = SFX_dir + "Test-01.wav"
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export(String, FILE, "*-01.wav") var SoundClip = SFX_dir + "Test-01.wav"
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export(bool) var AutoPlay = false
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export(bool) var AutoPlay = false
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extends Node3D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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extends Spatial
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extends Node3D
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func on_player_enters(player):
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func on_player_enters(player):
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player.rpc("kill")
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player.rpc("kill")
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extends Spatial
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extends Node3D
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func spawn(player):
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func spawn(player):
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player.translation = player.get_parent().to_local(global_transform.origin)
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player.translation = player.get_parent().to_local(global_transform.origin)
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