Compare commits

...

3 Commits
main ... damage

18 changed files with 803 additions and 39 deletions

View File

@ -14,11 +14,11 @@ extends CharacterBody3D
@onready var head = $Head
@onready var camera = $Head/Camera
@onready var tween = $Head/Camera/Tween
#@onready var tween = $Head/Camera/Tween
@onready var ground_check = $GroundCheck
@onready var climb_tween = $ClimbTween # undergoing redesign in Godot 4
@onready var climb_check = $ClimbCheck
#@onready var climb_tween = $ClimbTween # undergoing redesign in Godot 4
#@onready var climb_check = $ClimbCheck
@onready var body = $Body
@onready var mesh = $Mesh
@ -94,6 +94,10 @@ var jetpack_was_active = false
var velocity := Vector3.ZERO
var gravity_vec := Vector3.ZERO
var previously_on_floor := false
var lagging_movement_velocity = Vector3.ZERO
var dead = false: # used to workaround Godot crash when destroying player_nodes
set(value):
match value:
@ -101,6 +105,9 @@ var dead = false: # used to workaround Godot crash when destroying player_nodes
#input_active = false
self.hide()
$Body.disabled = true
hud.pain = 3
crosshair.hide()
#$Head/Camera.transform.origin.y
#set_physics_process(false)
false:
#input_active = true
@ -108,8 +115,12 @@ var dead = false: # used to workaround Godot crash when destroying player_nodes
$Body.disabled = false
$SpawnSFX.play()
$SpawnVFX.emitting = true
hud.pain = 0
crosshair.show()
#$Head/Camera.transform.origin = Vector3(0,0,0)
#set_physics_process(true)
dead = value
var focus_banner_alpha = 0
var focus_banner_inc = 5
var focus_banner_dec = 1
@ -139,12 +150,47 @@ func view_banner(show:bool):
@rpc(any_peer, call_local, reliable) func set_dead(is_dead: bool):
#print("Recieved RPC call for set_dead ", is_dead)
if not is_dead:
spawn()
self.dead = is_dead
# if is_multiplayer_authority():
# print("Rebroadcasting RPC call for set_dead ", dead)
# rpc(&'set_dead', dead)
@rpc(any_peer, reliable) func damage_feedback(kill=false):
if is_multiplayer_authority():
var victim = get_tree().multiplayer.get_remote_sender_id()
if kill:
crosshair.kill()
var pid = get_multiplayer_authority()
main.player_list.players[pid].score += 1 # we get a point
main.rpc(&'player_list_update', main.player_list.get(pid).serialize(), pid) # tell everyone
main.check_game_win_condition()
# check for firstblood
if main.player_list.players[pid].score == 1:
var firstblood = true
for i in main.player_list.players.keys():
if i != pid and main.player_list.players[i].score > 0:
firstblood = false
if firstblood:
main.get_node("Announcer").speak(main.get_node("Announcer").firstblood) # design a proper API
# check for revenge (payback) - don't play if this is a duel, it'd be silly
if main.player_list.players.size() > 2 and victim == revenge_pid:
main.get_node("Announcer").speak(main.get_node("Announcer").payback)
revenge_pid = -1 # reset revenge
else:
crosshair.hit()
else:
print("damage feedback called on puppet, ignoring")
return
func _ready() -> void:
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
view_zoom_target = 1.0
@ -222,8 +268,14 @@ func _input(event) -> void:
func _process(delta):
if dead:
# $Head/Camera.position.y = -1 # lower the head to the ground, let the player see their gibs
# $Head/Camera.rotation.x = 0 # reset the tilt so the camera looks forward
# $Head/Camera.rotation.z = -20
return
# $Head/Camera.position.y = 0
# $Head/Camera.rotation.z = 0
$Jetpack/GPUParticles3D.emitting = jetpack_active
if jetpack_active:
@ -279,10 +331,33 @@ func _process(delta):
@rpc(call_local, any_peer, reliable) func moan():
var anims = ["01", "02", "03", "04"]
$Pain.play(anims[randi() % 4])
func damage(hp: int):
var target = main.player_list.players[self.get_multiplayer_authority()]
target.health -= hp
@rpc(call_local, any_peer, reliable) func take_damage(attacker: int, hit_position: Vector3, hit_normal: Vector3, damage:int, source_position: Vector3, damage_type, push: float):
var attacker_node = main.get_node("Players").get_node(str(attacker))
if is_multiplayer_authority():
print("Taken damage: ", damage, " by: ", attacker, " from: ", source_position)
hud.damage(damage)
main.player_list.players[self.get_multiplayer_authority()].health -= damage # reduce health
main.push_local_player_info()
if main.player_list.players[self.get_multiplayer_authority()].health <= 0: # are we dead?
print("Died")
rpc(&'die', attacker)
attacker_node.rpc(&'damage_feedback', true) # let the attacker know he's got a kill
else:
attacker_node.rpc(&'damage_feedback', false) # let the attackr know he's got a hit
main.update_hud()
if not dead:
rpc(&'moan') # all puppets must scream!
@rpc(any_peer, call_local, reliable) func spawn():
$Head/Camera.position.y = 0
$Head/Camera.rotation.z = 0
jetpack_fuel = jetpack_tank
@rpc(any_peer, call_local, reliable) func die(killer_pid: int):
var gibs = gibs_vfx.instantiate()
@ -304,6 +379,14 @@ func damage(hp: int):
revenge_pid = killer_pid
$Head/Camera.position.y = -1 # lower the head to the ground, let the player see their gibs
$Head/Camera.rotation.x = 0 # reset the tilt so the camera looks forward
$Head/Camera.rotation.z = -20
jetpack_active = false
view_zoom_target = .0
view_zoom = 0
#queue_free()
func update_player(info) -> void:
@ -368,6 +451,25 @@ func _physics_process(delta):
if direction.length() > 0: # normalized() will return a null
direction = direction.normalized()
# weapon bob
if direction.length() > 0:
if is_on_floor():
$Head/Camera/Hand/Weapon.transform.origin.y = lerp($Head/Camera/Hand/Weapon.transform.origin.y, sin(main.uptime * 10) / 15, 4 * delta)
else:
$Head/Camera/Hand/Weapon.transform.origin.y *= 1 - delta * 8
$Head/Camera/Hand/Weapon.transform.origin.y += sin(main.uptime * 2) / 1000 * delta
$Head/Camera/Hand/Weapon.transform.origin.y -= motion_velocity.y * delta / 60
if Input.is_action_just_pressed("move_jump") and is_on_floor():
var tween = create_tween()
$Head/Camera/Hand/Weapon.transform.origin.y -= 0.025
#$Head/Camera/Hand/Weapon.transform.origin.y -= 0.05
if is_on_floor() and not previously_on_floor:
$Head/Camera/Hand/Weapon.transform.origin.y -= 1
# if
# $Head/Camera/Hand/Weapon.transform.origin.y -= 0.25
speed = speed_type[medium]
accel = accel_type[medium]
@ -381,6 +483,10 @@ func _physics_process(delta):
velocity.z = motion_velocity.z
gravity_vec.y = motion_velocity.y
previously_on_floor = is_on_floor()
lagging_movement_velocity.lerp(motion_velocity, delta)
rpc(&'update_movement', global_transform, head.get_rotation(), motion_velocity, jetpack_active)
# (stair) climbing

View File

@ -221,7 +221,6 @@ script = ExtResource( "1" )
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.852763, 0)
layers = 2
cast_shadow = 0
mesh = SubResource( "1" )
surface_material_override/0 = null
script = null
@ -231,7 +230,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.45276, 0)
script = null
[node name="Camera" type="Camera3D" parent="Head"]
transform = Transform3D(1, 0, 2.38419e-07, 0, 1, 0, -2.38419e-07, 0, 1, 0, 0, 0)
fov = 90.0
script = null
@ -250,6 +248,12 @@ target_position = Vector3(0, 0, -1000)
collision_mask = 2
script = null
[node name="GPUParticlesCollisionSphere" type="GPUParticlesCollisionSphere" parent="."]
transform = Transform3D(1, 0, 0, 0, 2.16632, 0, 0, 0, 1, 0.00910211, 0.760577, 0.00278068)
layers = 7
radius = 0.549216
script = null
[node name="Body" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.852763, 0)
shape = SubResource( "2" )

View File

@ -1,4 +1,4 @@
extends CPUParticles3D
extends Node3D
# Declare member variables here. Examples:
@ -8,13 +8,11 @@ extends CPUParticles3D
# Called when the node enters the scene tree for the first time.
func _ready():
emitting = true
$Gibs.emitting = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Timer_timeout():
queue_free()

View File

@ -1,39 +1,117 @@
[gd_scene load_steps=7 format=3 uid="uid://egphnvwk6cg"]
[gd_scene load_steps=16 format=3 uid="uid://egphnvwk6cg"]
[ext_resource type="Script" path="res://Assets/Effects/Gibs.gd" id="1_o0guu"]
[ext_resource type="PackedScene" uid="uid://c5cwnfuw4go1b" path="res://Assets/Audio/SoundPlayer.tscn" id="2_3tb4k"]
[ext_resource type="AudioStream" uid="uid://xv1jp0gql8tc" path="res://Assets/SFX/Player_Death_01.wav" id="3_hmhtq"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_3sp1q"]
albedo_color = Color(0.509804, 0.0235294, 0, 1)
roughness = 0.26
[sub_resource type="Gradient" id="Gradient_tjffd"]
offsets = PackedFloat32Array(0, 0.874302, 1)
colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0)
[sub_resource type="SphereMesh" id="SphereMesh_riydg"]
material = SubResource( "StandardMaterial3D_3sp1q" )
[sub_resource type="GradientTexture" id="GradientTexture_07eoi"]
gradient = SubResource( "Gradient_tjffd" )
[sub_resource type="ParticlesMaterial" id="ParticlesMaterial_jcugi"]
lifetime_randomness = 0.15
emission_shape = 1
emission_sphere_radius = 0.5
spread = 180.0
initial_velocity_min = 1.0
initial_velocity_max = 8.0
angular_velocity_min = -15.0
angular_velocity_max = 15.0
damping_min = 0.1
damping_max = 0.2
angle_min = -180.0
angle_max = 180.0
scale_min = 0.5
scale_max = 3.0
color_ramp = SubResource( "GradientTexture_07eoi" )
sub_emitter_mode = 1
sub_emitter_frequency = 100.0
sub_emitter_keep_velocity = true
collision_enabled = true
collision_friction = 0.31
collision_bounce = 0.58
collision_use_scale = true
[sub_resource type="OpenSimplexNoise" id="OpenSimplexNoise_tchuy"]
octaves = 2
period = 16.0
[sub_resource type="NoiseTexture" id="NoiseTexture_ixngr"]
width = 64
height = 64
as_normal_map = true
noise = SubResource( "OpenSimplexNoise_tchuy" )
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nvuyc"]
transparency = 1
vertex_color_use_as_albedo = true
albedo_color = Color(1, 0.0235294, 0, 1)
roughness = 0.14
normal_enabled = true
normal_texture = SubResource( "NoiseTexture_ixngr" )
[sub_resource type="SphereMesh" id="SphereMesh_ctp33"]
material = SubResource( "StandardMaterial3D_nvuyc" )
radius = 0.1
height = 0.2
radial_segments = 8
rings = 8
rings = 4
[sub_resource type="Curve" id="Curve_0e5oj"]
_data = [Vector2(0.00694444, 0.954545), 0.0, 0.0, 0, 0, Vector2(1, 0), -2.07914, 0.0, 0, 0]
[sub_resource type="Gradient" id="Gradient_roxnd"]
colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
[node name="GPUParticles3D" type="CPUParticles3D"]
[sub_resource type="GradientTexture" id="GradientTexture_jtdpg"]
gradient = SubResource( "Gradient_roxnd" )
[sub_resource type="ParticlesMaterial" id="ParticlesMaterial_6gu8h"]
color_ramp = SubResource( "GradientTexture_jtdpg" )
collision_enabled = true
collision_friction = 0.93
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u05mr"]
transparency = 1
vertex_color_use_as_albedo = true
albedo_color = Color(1, 0.00784314, 0, 1)
roughness = 0.14
billboard_mode = 3
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = false
[sub_resource type="QuadMesh" id="QuadMesh_ho3xr"]
material = SubResource( "StandardMaterial3D_u05mr" )
size = Vector2(0.1, 0.1)
[node name="GibbsEffect" type="Node3D"]
script = ExtResource( "1_o0guu" )
[node name="Gibs" type="GPUParticles3D" parent="."]
layers = 4
emitting = false
amount = 32
sub_emitter = NodePath("../Blood")
lifetime = 5.0
one_shot = true
explosiveness = 1.0
fixed_fps = 30
mesh = SubResource( "SphereMesh_riydg" )
emission_shape = 3
emission_points = PackedVector3Array(0.213792, 0.293558, -0.239298, -0.12737, 0.631196, -0.141563, 0.192791, 0.151973, -0.137897, 0.359606, 0.947813, -0.0768365, 0.194725, 0.587412, 0.214862, -0.0413049, 0.633023, 0.337953, -0.190239, 0.734695, -0.213316, 0.398734, 0.954908, -0.0184722, -0.0121239, 1.4246, -0.0232558, -0.0535609, 1.64598, -0.121451, 0.16018, 0.432162, 0.137138, 0.28397, 0.802465, 0.273994, -0.086569, 0.331748, -0.373907, 0.151013, 1.00774, 0.106493, 0.0316862, 0.78307, -0.0015597, 0.0137127, 1.32038, 0.186835, 0.354167, 0.429079, 0.0606308, 0.308906, 0.195378, -0.112554, 0.162532, 0.712726, -0.0580729, -0.148121, 0.258527, 0.196588, 0.121123, 0.125489, -0.0131164, -0.268994, 1.3866, -0.170491, -0.321323, 1.14779, 0.0402509, -0.0245586, 1.1546, -0.340647, 0.168819, 0.119007, 0.210639, 0.390349, 1.22382, 0.066388, 0.226391, 0.449593, 0.211008, 0.091519, 1.4079, 0.278107, -0.111734, 0.672877, 0.363257, -0.122951, 1.37178, 0.0514085, -0.265176, 0.408875, 0.23233, 0.138502, 0.247815, -0.282018, 0.158044, 1.35905, -0.301838, -0.0117804, 1.42503, -0.372285, -0.266539, 1.25614, 0.211245, 0.0765518, 0.871181, 0.13197, 0.0944997, 0.234855, 0.255727, -0.147605, 0.149461, 0.102494, -0.041316, 0.119079, 0.0632052, 0.0285764, 0.862697, -0.291928, 0.153573, 0.875813, 0.240219, -0.094903, 1.24591, 0.331878, -0.300984, 1.10989, 0.25754, 0.0280152, 0.227853, 0.305782, 0.144829, 1.13028, 0.247458, -0.297053, 1.33953, -0.25212, 0.255629, 0.426613, 0.175493, 0.180825, 0.921968, 0.333394, 0.0429266, 1.29984, 0.137121, 0.120818, 1.0851, 0.0890484, -0.246802, 0.314922, 0.118292, -0.0702293, 0.131391, 0.121838, 0.107325, 0.777287, -0.322295, 0.112643, 0.932287, 0.36087, 0.212013, 1.29013, 0.190726, 0.131307, 1.25809, -0.342333, -0.144784, 0.574611, 0.270844, 0.00399578, 1.25063, 0.228666, 0.109936, 1.47567, -0.0186085, 0.382821, 0.989886, 0.0529952, -0.11686, 1.24431, -0.363027, 0.209045, 1.60135, 0.0683457, 0.0921369, 0.784928, 0.151519, -0.0889999, 0.839174, -0.367262, 0.135316, 1.26909, 0.227138, -0.168382, 1.46148, -0.0122506, 0.227487, 0.604992, -0.244163, 0.263066, 0.41004, -0.200542, -0.181149, 0.957524, 0.186846, 0.313458, 1.23143, -0.0450301, 0.0249283, 1.27376, -0.180561, -0.229117, 1.24942, 0.279538, 0.181303, 1.1398, 0.164216, 0.201891, 1.54447, 0.025169, -0.301608, 1.20045, -0.0241991, 0.293079, 0.852535, 0.186271, 0.270674, 0.626333, 0.141311, 0.185143, 1.56542, -0.0231146, -0.183985, 0.855768, -0.109044, 0.220596, 0.85369, 0.184708, 0.0326539, 0.670344, -0.201186, 0.0935103, 0.36576, 0.332694, 0.0295326, 0.784154, 0.378336, -0.164651, 0.72306, -0.0226527, -0.22198, 1.50055, 0.117691, -0.0424937, 1.2494, 0.370492, 0.0782578, 1.0032, 0.115449, 0.143578, 0.950895, -0.00153738, 0.125742, 1.09669, 0.266231, -0.0031639, 0.0938585, -0.158077, 0.25241, 0.81581, 0.299586, 0.0682948, 0.329631, -0.0851988, -0.12918, 0.248223, -0.337992, 0.0366944, 0.303778, -0.345714, -0.240697, 0.608311, -0.178695, -0.0507606, 0.581082, 0.372165, -0.00363311, 0.193522, -0.306941, 0.0744256, 1.12727, -0.269475, -0.0880248, 0.306396, -0.124157, -0.383416, 1.34143, -0.091211, 0.0435722, 1.22679, -0.0277889, -0.154645, 0.629385, 0.334208, -0.136264, 0.312748, 0.340147, -0.0730954, 0.160824, -0.122244, -0.0656257, 0.292709, 0.18593, -0.233391, 0.599557, -0.117712, 0.359666, 1.42768, 0.00898111, 0.165606, 1.24167, -0.0305199, 0.0108935, 0.376355, -0.277372, 0.147166, 0.616227, 0.295277, -0.248208, 0.167717, -0.0723494, 0.223818, 1.35089, 0.0880279, -0.146517, 0.91615, 0.224953, 0.0213891, 1.30633, -0.0351697, -0.0157524, 1.48568, -0.181715, -0.0318395, 0.490449, -0.0141865, -0.219646, 0.944284, -0.0685343, -0.258311, 1.24031, 0.0813233, 0.161967, 1.239, -0.352594, 0.339281, 0.426037, -0.0404075, -0.198885, 1.35612, 0.102736, -0.00542265, 1.01909, -0.309931, -0.127917, 0.110843, -0.201308, 0.0107117, 0.113423, 0.0182374, -0.161015, 0.224641, -0.297972, 0.301496, 0.932366, -0.242365, 0.216504, 1.2761, -0.256302, -0.282683, 0.924247, 0.257186)
spread = 180.0
initial_velocity_min = 1.0
initial_velocity_max = 4.0
scale_amount_curve = SubResource( "Curve_0e5oj" )
script = ExtResource( "1_o0guu" )
fixed_fps = 0
collision_base_size = 0.1
visibility_aabb = AABB(-4, -3.55666, -4, 8, 4.42876, 8)
process_material = SubResource( "ParticlesMaterial_jcugi" )
draw_pass_1 = SubResource( "SphereMesh_ctp33" )
script = null
[node name="Blood" type="GPUParticles3D" parent="."]
visible = false
amount = 16
lifetime = 0.82
randomness = 0.22
fixed_fps = 0
process_material = SubResource( "ParticlesMaterial_6gu8h" )
draw_pass_1 = SubResource( "QuadMesh_ho3xr" )
script = null
[node name="Timer" type="Timer" parent="."]
wait_time = 5.0

16
Game/Assets/Globals.gd Normal file
View File

@ -0,0 +1,16 @@
extends Node
enum DamageType {
NONE,
BULLET,
EXPLOSION,
ENVIRONMENT_HAZARD,
}
#enum MaterialType { NONE,
# CONCRETE,
# METAL,
# WOOD,
# GLASS,
# WATER,
# }

View File

@ -2,6 +2,12 @@ extends Control
@onready var main = get_tree().get_root().get_node("Main")
var pain: float = 0:
set(value):
$Damage/EyeBleed.material.set('shader_param/Damage', value)
get:
return $Damage/EyeBleed.material.get('shader_param/Damage')
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
@ -13,6 +19,18 @@ func _ready():
func game_over(winner):
scoretab(true, winner)
func damage(hp):
print("HUD damage ", hp)
pain += hp/20
func hide():
$Crosshair.hide()
$Chat.hide()
func show():
$Crosshair.show()
$Chat.show()
func update_scoretab():
$ScoreTable/VBoxContainer/ScoreTab.text = ''
@ -61,3 +79,7 @@ func _process(delta):
if $ScoreTable.visible: # update the scores every frame when player is watching the score table
update_scoretab()
if main.local_player:
if not main.local_player.dead:
pain *= 1 - delta # time heals pain, as long as you're alive

192
Game/Assets/HUD/HUD.tres Normal file
View File

@ -0,0 +1,192 @@
[gd_resource type="VisualShader" load_steps=15 format=3 uid="uid://bet2pthddt01v"]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_6ihsi"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4sg8c"]
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 7
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_cq3b8"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_ibeng"]
output_port_for_preview = 0
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 2
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_64m16"]
default_input_values = []
expanded_output_ports = []
uniform_name = "Depth"
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_1syv6"]
default_input_values = [0, 0.0, 1, 0.0, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_gmj03"]
default_input_values = []
expanded_output_ports = []
uniform_name = "Damage"
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_g75xc"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_awhie"]
default_input_values = []
expanded_output_ports = []
constant = Color(1, 0.118141, 0, 1)
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_hcnqy"]
output_port_for_preview = 0
default_input_values = []
expanded_output_ports = []
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_c1wnt"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0)]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_4gtfo"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_bp0gw"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_wvp6b"]
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 7
[resource]
resource_local_to_scene = true
code = "shader_type canvas_item;
render_mode skip_vertex_transform, unshaded;
uniform float Damage;
uniform float Depth;
void fragment() {
// ColorConstant:18
vec3 n_out18p0 = vec3(1.000000, 0.118141, 0.000000);
float n_out18p1 = 1.000000;
// FloatUniform:16
float n_out16p0 = Damage;
// FloatUniform:14
float n_out14p0 = Depth;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:4
float n_out4p0 = n_out2p0.x;
float n_out4p1 = n_out2p0.y;
float n_out4p2 = n_out2p0.z;
// FloatFunc:10
float n_out10p0 = 1.0 - n_out4p0;
// FloatOp:11
float n_out11p0 = min(n_out10p0, n_out4p0);
// SmoothStep:12
float n_in12p0 = -0.25000;
float n_out12p0 = smoothstep(n_in12p0, n_out14p0, n_out11p0);
// FloatFunc:8
float n_out8p0 = 1.0 - n_out4p1;
// FloatOp:9
float n_out9p0 = min(n_out8p0, n_out4p1);
// SmoothStep:7
float n_in7p0 = -0.25000;
float n_out7p0 = smoothstep(n_in7p0, n_out14p0, n_out9p0);
// FloatOp:13
float n_out13p0 = n_out12p0 * n_out7p0;
// SmoothStep:15
float n_in15p0 = 0.00000;
float n_out15p0 = smoothstep(n_in15p0, n_out16p0, n_out13p0);
// FloatFunc:17
float n_out17p0 = 1.0 - n_out15p0;
// Output:0
COLOR.rgb = n_out18p0;
COLOR.a = n_out17p0;
}
"
graph_offset = Vector2(1260.12, -538.301)
engine_version = {
"major": 4,
"minor": 0
}
mode = 1
flags/light_only = false
flags/skip_vertex_transform = true
flags/unshaded = true
nodes/fragment/0/position = Vector2(2200, -240)
nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_hcnqy" )
nodes/fragment/2/position = Vector2(-800, 20)
nodes/fragment/4/node = SubResource( "VisualShaderNodeVectorDecompose_c1wnt" )
nodes/fragment/4/position = Vector2(-640, 40)
nodes/fragment/7/node = SubResource( "VisualShaderNodeSmoothStep_4gtfo" )
nodes/fragment/7/position = Vector2(500, 80)
nodes/fragment/8/node = SubResource( "VisualShaderNodeFloatFunc_bp0gw" )
nodes/fragment/8/position = Vector2(-340, 40)
nodes/fragment/9/node = SubResource( "VisualShaderNodeFloatOp_wvp6b" )
nodes/fragment/9/position = Vector2(-120, 120)
nodes/fragment/10/node = SubResource( "VisualShaderNodeFloatFunc_6ihsi" )
nodes/fragment/10/position = Vector2(-320, -220)
nodes/fragment/11/node = SubResource( "VisualShaderNodeFloatOp_4sg8c" )
nodes/fragment/11/position = Vector2(-80, -180)
nodes/fragment/12/node = SubResource( "VisualShaderNodeSmoothStep_cq3b8" )
nodes/fragment/12/position = Vector2(420, -240)
nodes/fragment/13/node = SubResource( "VisualShaderNodeFloatOp_ibeng" )
nodes/fragment/13/position = Vector2(920, -120)
nodes/fragment/14/node = SubResource( "VisualShaderNodeFloatUniform_64m16" )
nodes/fragment/14/position = Vector2(-200, -440)
nodes/fragment/15/node = SubResource( "VisualShaderNodeSmoothStep_1syv6" )
nodes/fragment/15/position = Vector2(1320, -240)
nodes/fragment/16/node = SubResource( "VisualShaderNodeFloatUniform_gmj03" )
nodes/fragment/16/position = Vector2(720, -540)
nodes/fragment/17/node = SubResource( "VisualShaderNodeFloatFunc_g75xc" )
nodes/fragment/17/position = Vector2(1592.12, -100.301)
nodes/fragment/18/node = SubResource( "VisualShaderNodeColorConstant_awhie" )
nodes/fragment/18/position = Vector2(1600, -400)
nodes/fragment/connections = PackedInt32Array(2, 0, 4, 0, 8, 0, 9, 0, 9, 0, 7, 2, 10, 0, 11, 0, 4, 1, 8, 0, 4, 1, 9, 1, 4, 0, 10, 0, 4, 0, 11, 1, 11, 0, 12, 2, 12, 0, 13, 0, 7, 0, 13, 1, 14, 0, 12, 1, 14, 0, 7, 1, 13, 0, 15, 2, 16, 0, 15, 1, 15, 0, 17, 0, 17, 0, 0, 1, 18, 0, 0, 0)

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=20 format=3 uid="uid://bff5uslrxesjx"]
[gd_scene load_steps=22 format=3 uid="uid://bff5uslrxesjx"]
[ext_resource type="Texture2D" uid="uid://blnjjtjifk22i" path="res://Assets/HUD/Vignette.png" id="1"]
[ext_resource type="Script" path="res://Assets/HUD/HUD.gd" id="1_wc430"]
[ext_resource type="Shader" uid="uid://bet2pthddt01v" path="res://Assets/HUD/HUD.tres" id="2_djyym"]
[ext_resource type="Texture2D" uid="uid://dim1jrwuiy4qt" path="res://Assets/HUD/Crosshair Baseline.png" id="3_r05jh"]
[ext_resource type="Texture2D" uid="uid://d0p7vfc62t5sb" path="res://Assets/HUD/Crosshair Hit.png" id="4_guqkl"]
[ext_resource type="AudioStream" uid="uid://dfcyohpsqvri1" path="res://Assets/SFX/HUD_Confirm_Hit.wav" id="4_llqcq"]
@ -15,6 +16,12 @@
[ext_resource type="Texture2D" uid="uid://dvt25wji1pdyl" path="res://Assets/HUD/BarOver.svg" id="10_5i332"]
[ext_resource type="Texture2D" uid="uid://0j6rxd7ncmu1" path="res://Assets/HUD/BarProgress.svg" id="11_tlgqu"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_dxk5q"]
resource_local_to_scene = true
shader = ExtResource( "2_djyym" )
shader_param/Damage = 0.0
shader_param/Depth = 0.33
[sub_resource type="Animation" id="1"]
resource_name = "Default"
length = 0.1
@ -116,6 +123,23 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Damage" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
script = null
__meta__ = {
"_edit_use_anchors_": false
}
[node name="EyeBleed" type="ColorRect" parent="Damage"]
material = SubResource( "ShaderMaterial_dxk5q" )
anchor_right = 1.0
anchor_bottom = 1.0
script = null
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Crosshair" type="Control" parent="."]
anchor_left = 0.5
anchor_top = 0.5

Binary file not shown.

View File

@ -0,0 +1,26 @@
[remap]
importer="3d_texture"
type="StreamTexture3D"
uid="uid://dp74htl3lpbqu"
path="res://.godot/imported/ParticlesCollisionSDF.exr-b07a292fdeca169c4ad7fd6c426ef1b8.stex3d"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/Maps/DM1/ParticlesCollisionSDF.exr"
dest_files=["res://.godot/imported/ParticlesCollisionSDF.exr-b07a292fdeca169c4ad7fd6c426ef1b8.stex3d"]
[params]
compress/mode=3
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/channel_pack=1
mipmaps/generate=false
mipmaps/limit=-1
slices/horizontal=1
slices/vertical=111

View File

@ -0,0 +1,6 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://dkjl1nltj2lms"]
[ext_resource type="Script" path="res://Assets/Materials/ExtendedMaterials/ExtendedMaterial.gd" id="1_ooagg"]
[resource]
script = ExtResource( "1_ooagg" )

View File

@ -0,0 +1,19 @@
extends StandardMaterial3D
class_name ExtendedMaterial
#const WEAPON = preload('res://Assets/Weapons/Weapon.gd').DamageType
#@export var type : MaterialType = MaterialType.NONE
@export var type : Resource
#func get_damage_effect(damage_type: WEAPON.DamageType):
#
# match type:
# MaterialType.CONCRETE:
# match damage_type:
# WEAPON.DamageType.BULLET: return "bullet hitting concrete"
# WEAPON.DamageType.EXPLOSION: return "explosion hitting concrete"
# MaterialType.METAL:
# match damage_type:
# WEAPON.DamageType.BULLET: return "bullet hitting concrete"
# WEAPON.DamageType.EXPLOSION: return "explosion hitting concrete"
#

View File

@ -0,0 +1,6 @@
extends Resource
class_name ExtendedMaterialDamageEffect
@export var particle_effect: PackedScene
@export var sound_effect: PackedScene
@export var decal: PackedScene

View File

@ -0,0 +1,5 @@
extends Resource
class_name ExtendedMaterialType
@export var damage_effect: Resource
@export var footstep_sound: AudioStream # TODO extend this with a custom resource holding a collection of sounds

View File

@ -59,13 +59,25 @@ var spread = spread_min
casing_instance.angular_velocity.y += randf_range(-10, 10)
casing_instance.angular_velocity.x += randf_range(-10, 10)
if ray:
if is_multiplayer_authority(): # only do this on the attacker's local instance of the game
give_damage(ray['collider'], ray['position'], ray['normal'], 20, self.global_transform.origin, Globals.DamageType.BULLET, 1.0)
return # skip the rest - it's deprecated code
var impact_vfx
if ray: # did we hit anything?
if ray['collider'].has_method(&'receive_damage') && is_multiplayer_authority():
ray['collider'].rpc(&'damage', 20, get_multiplayer_authority(), global_transform.origin) # apply damage
return
if ray['collider'].has_method(&'damage'):
if is_multiplayer_authority(): #get_tree().multiplayer.get_multiplayer_unique_id() == 1: # make sure this can only run on the server
#print("SHOT HIT ", ray['collider'])
ray['collider'].damage(20) # apply damage
ray['collider'].rpc(&'damage', 20) # apply damage
if main.player_list.get(ray['collider'].get_multiplayer_authority()).health <= 0: # if he ded
ray['collider'].rpc(&'die', self.get_multiplayer_authority())
@ -106,6 +118,12 @@ var spread = spread_min
#print(ray)
func give_damage(target: Node, hit_position: Vector3, hit_normal: Vector3, damage: int, source_position: Vector3, type: Globals.DamageType, push: float):
if target.has_method(&'take_damage'): # we've hit a player or something else - the ywill handle everything like effects etc.
target.rpc(&'take_damage', get_multiplayer_authority(), hit_position, hit_normal, damage, source_position, type, push)
else:
pass # TODO take data from the material of the target and spawn an appropriate hit effect
func trigger(index: int, active: bool) -> void:
#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
if index == 0 and active and $Handgun/AnimationPlayer.is_playing() == false:

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=7 format=3 uid="uid://o68cawatyat2"]
[gd_scene load_steps=23 format=3 uid="uid://o68cawatyat2"]
[ext_resource type="PackedScene" uid="uid://b1078bn8gy2qf" path="res://Map.tscn" id="1"]
[ext_resource type="PackedScene" uid="uid://b856vwmg8a6o4" path="res://Assets/UI/GUI.tscn" id="2"]
@ -7,12 +7,212 @@
[ext_resource type="AudioStream" uid="uid://j42e203vte7h" path="res://Assets/Announcer/Go.wav" id="5_ilayd"]
[ext_resource type="Script" path="res://Assets/Announcer/Announcer.gd" id="6_gcsgr"]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_6ihsi"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4sg8c"]
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 7
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_cq3b8"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_ibeng"]
output_port_for_preview = 0
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 2
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_64m16"]
default_input_values = []
expanded_output_ports = []
uniform_name = "Depth"
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_1syv6"]
default_input_values = [0, 0.0, 1, 0.0, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_gmj03"]
default_input_values = []
expanded_output_ports = []
uniform_name = "Damage"
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_g75xc"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_awhie"]
default_input_values = []
expanded_output_ports = []
constant = Color(1, 0.118141, 0, 1)
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_hcnqy"]
output_port_for_preview = 0
default_input_values = []
expanded_output_ports = []
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_c1wnt"]
output_port_for_preview = 0
default_input_values = [0, Vector3(0, 0, 0)]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_4gtfo"]
output_port_for_preview = 0
default_input_values = [0, -0.25, 1, 0.25, 2, 0.0]
expanded_output_ports = []
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_bp0gw"]
default_input_values = [0, 0.0]
expanded_output_ports = []
function = 31
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_wvp6b"]
default_input_values = [0, 0.0, 1, 0.0]
expanded_output_ports = []
operator = 7
[sub_resource type="VisualShader" id="VisualShader_6cwap"]
resource_local_to_scene = true
code = "shader_type canvas_item;
render_mode skip_vertex_transform, unshaded;
uniform float Damage;
uniform float Depth;
void fragment() {
// ColorConstant:18
vec3 n_out18p0 = vec3(1.000000, 0.118141, 0.000000);
float n_out18p1 = 1.000000;
// FloatUniform:16
float n_out16p0 = Damage;
// FloatUniform:14
float n_out14p0 = Depth;
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// VectorDecompose:4
float n_out4p0 = n_out2p0.x;
float n_out4p1 = n_out2p0.y;
float n_out4p2 = n_out2p0.z;
// FloatFunc:10
float n_out10p0 = 1.0 - n_out4p0;
// FloatOp:11
float n_out11p0 = min(n_out10p0, n_out4p0);
// SmoothStep:12
float n_in12p0 = -0.25000;
float n_out12p0 = smoothstep(n_in12p0, n_out14p0, n_out11p0);
// FloatFunc:8
float n_out8p0 = 1.0 - n_out4p1;
// FloatOp:9
float n_out9p0 = min(n_out8p0, n_out4p1);
// SmoothStep:7
float n_in7p0 = -0.25000;
float n_out7p0 = smoothstep(n_in7p0, n_out14p0, n_out9p0);
// FloatOp:13
float n_out13p0 = n_out12p0 * n_out7p0;
// SmoothStep:15
float n_in15p0 = 0.00000;
float n_out15p0 = smoothstep(n_in15p0, n_out16p0, n_out13p0);
// FloatFunc:17
float n_out17p0 = 1.0 - n_out15p0;
// Output:0
COLOR.rgb = n_out18p0;
COLOR.a = n_out17p0;
}
"
graph_offset = Vector2(1260.12, -538.301)
engine_version = {
"major": 4,
"minor": 0
}
mode = 1
flags/light_only = false
flags/skip_vertex_transform = true
flags/unshaded = true
nodes/fragment/0/position = Vector2(2200, -240)
nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_hcnqy" )
nodes/fragment/2/position = Vector2(-800, 20)
nodes/fragment/4/node = SubResource( "VisualShaderNodeVectorDecompose_c1wnt" )
nodes/fragment/4/position = Vector2(-640, 40)
nodes/fragment/7/node = SubResource( "VisualShaderNodeSmoothStep_4gtfo" )
nodes/fragment/7/position = Vector2(500, 80)
nodes/fragment/8/node = SubResource( "VisualShaderNodeFloatFunc_bp0gw" )
nodes/fragment/8/position = Vector2(-340, 40)
nodes/fragment/9/node = SubResource( "VisualShaderNodeFloatOp_wvp6b" )
nodes/fragment/9/position = Vector2(-120, 120)
nodes/fragment/10/node = SubResource( "VisualShaderNodeFloatFunc_6ihsi" )
nodes/fragment/10/position = Vector2(-320, -220)
nodes/fragment/11/node = SubResource( "VisualShaderNodeFloatOp_4sg8c" )
nodes/fragment/11/position = Vector2(-80, -180)
nodes/fragment/12/node = SubResource( "VisualShaderNodeSmoothStep_cq3b8" )
nodes/fragment/12/position = Vector2(420, -240)
nodes/fragment/13/node = SubResource( "VisualShaderNodeFloatOp_ibeng" )
nodes/fragment/13/position = Vector2(920, -120)
nodes/fragment/14/node = SubResource( "VisualShaderNodeFloatUniform_64m16" )
nodes/fragment/14/position = Vector2(-200, -440)
nodes/fragment/15/node = SubResource( "VisualShaderNodeSmoothStep_1syv6" )
nodes/fragment/15/position = Vector2(1320, -240)
nodes/fragment/16/node = SubResource( "VisualShaderNodeFloatUniform_gmj03" )
nodes/fragment/16/position = Vector2(720, -540)
nodes/fragment/17/node = SubResource( "VisualShaderNodeFloatFunc_g75xc" )
nodes/fragment/17/position = Vector2(1592.12, -100.301)
nodes/fragment/18/node = SubResource( "VisualShaderNodeColorConstant_awhie" )
nodes/fragment/18/position = Vector2(1600, -400)
nodes/fragment/connections = PackedInt32Array(2, 0, 4, 0, 8, 0, 9, 0, 9, 0, 7, 2, 10, 0, 11, 0, 4, 1, 8, 0, 4, 1, 9, 1, 4, 0, 10, 0, 4, 0, 11, 1, 11, 0, 12, 2, 12, 0, 13, 0, 7, 0, 13, 1, 14, 0, 12, 1, 14, 0, 7, 1, 13, 0, 15, 2, 16, 0, 15, 1, 15, 0, 17, 0, 17, 0, 0, 1, 18, 0, 0, 0)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_q54x5"]
resource_local_to_scene = true
shader = SubResource( "VisualShader_6cwap" )
shader_param/Damage = 0.0
shader_param/Depth = 0.33
[node name="Main" type="Node"]
script = ExtResource( "3" )
[node name="HUD" parent="." instance=ExtResource( "4" )]
[node name="AnimationPlayer" parent="HUD/Crosshair" index="1"]
[node name="EyeBleed" parent="HUD/Damage" index="0"]
material = SubResource( "ShaderMaterial_q54x5" )
[node name="AnimationPlayer" parent="HUD/Crosshair" index="3"]
blend_times = []
[node name="ChatHistory" parent="HUD/Chat/VBoxContainer" index="0"]
@ -25,10 +225,10 @@ structured_text_bidi_override_options = []
[node name="Editor" parent="HUD/Chat/VBoxContainer/Typing" index="1"]
structured_text_bidi_override_options = []
[node name="RespawnCountdown" parent="HUD" index="3"]
[node name="RespawnCountdown" parent="HUD" index="4"]
structured_text_bidi_override_options = []
[node name="ScoreRank" parent="HUD" index="4"]
[node name="ScoreRank" parent="HUD" index="5"]
structured_text_bidi_override_options = []
[node name="Header" parent="HUD/ScoreTable/VBoxContainer" index="0"]

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=23 format=3 uid="uid://b1078bn8gy2qf"]
[gd_scene load_steps=24 format=3 uid="uid://b1078bn8gy2qf"]
[ext_resource type="PackedScene" path="res://Assets/MapComponents/SpawnPoint.tscn" id="1"]
[ext_resource type="PackedScene" uid="uid://caipucfu7hjkk" path="res://Assets/Props/BeerCan.tscn" id="1_ecbkv"]
@ -9,6 +9,7 @@
[ext_resource type="Texture2D" uid="uid://d24tv4e0dptk0" path="res://Assets/Effects/Logo.png" id="4_mci55"]
[ext_resource type="Script" path="res://Assets/Decals/Logo.gd" id="5_yr76j"]
[ext_resource type="PackedScene" uid="uid://w476ulvte1f6" path="res://Assets/Maps/DM1/DM1.glb" id="6"]
[ext_resource type="StreamTexture3D" uid="uid://dp74htl3lpbqu" path="res://Assets/Maps/DM1/ParticlesCollisionSDF.exr" id="10_2c624"]
[sub_resource type="OpenSimplexNoise" id="OpenSimplexNoise_8aprf"]
octaves = 6
@ -448,4 +449,15 @@ current = true
fov = 60.0
script = null
[node name="GPUParticlesCollisionSDF" type="GPUParticlesCollisionSDF" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.22556, 9.57059, 0)
cull_mask = 4293918721
extents = Vector3(26.1656, 14.931, 22.8541)
resolution = 3
texture = ExtResource( "10_2c624" )
script = null
__meta__ = {
"_edit_lock_": true
}
[editable path="DM1"]

View File

@ -8,6 +8,28 @@
config_version=4
_global_script_classes=[{
"base": "StandardMaterial3D",
"class": &"ExtendedMaterial",
"language": &"GDScript",
"path": "res://Assets/Materials/ExtendedMaterials/ExtendedMaterial.gd"
}, {
"base": "Resource",
"class": &"ExtendedMaterialDamageEffect",
"language": &"GDScript",
"path": "res://Assets/Materials/ExtendedMaterials/ExtendedMaterialDamageEffect.gd"
}, {
"base": "Resource",
"class": &"ExtendedMaterialType",
"language": &"GDScript",
"path": "res://Assets/Materials/ExtendedMaterials/ExtendedMaterialType.gd"
}]
_global_script_class_icons={
"ExtendedMaterial": "",
"ExtendedMaterialDamageEffect": "",
"ExtendedMaterialType": ""
}
[application]
config/name="Liblast"
@ -18,6 +40,14 @@ boot_splash/use_filter=false
boot_splash/bg_color=Color(0, 0, 0, 1)
config/icon="res://Assets/Effects/Logo.png"
[autoload]
Globals="*res://Assets/Globals.gd"
[display]
window/vsync/vsync_mode=2
[filesystem]
import/fbx/use_fbx=false
@ -147,6 +177,8 @@ show_scoretab={
[rendering]
shadows/directional_shadow/soft_shadow_quality=4
shadows/shadows/soft_shadow_quality=4
reflections/sky_reflections/fast_filter_high_quality=true
environment/ssao/quality=0
environment/screen_space_reflection/roughness_quality=3