Some Player.gd cleanup.
parent
e19f7733c3
commit
2b4f4d5419
32
Player.gd
32
Player.gd
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@ -98,12 +98,12 @@ remote func walk(direction: Vector2):
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velocity.z = lerp(velocity.z, - walkVelocity.rotated(- self.rotation.y).x, interpolation)
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if walkVelocity.length() > 0 and is_on_floor():
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$Sounds/Footsteps.rpc("play")
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$Sounds/Footsteps.play()
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#
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remote func jump():
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if is_on_floor():
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velocity.y = JUMP_VELOCITY
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$Sounds/Jump.rpc("play")
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$Sounds/Jump.play()
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remote func mouselook_abs(x, y):
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camera.rotation.x = x
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@ -162,7 +162,7 @@ master func on_hit(damage, location):
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rpc("blood_splatter", location)
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if health <= 0 and not is_dead:
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if health <= 0:
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rpc("kill")
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$Sounds/Death.play()
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else:
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@ -177,24 +177,45 @@ master func kill():
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if is_dead:
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return
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#print ("kill")
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is_dead = true
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#print ("set as dead")
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health = 0
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#print ("health:", health)
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$CollisionShapeBody.disabled = true
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$CollisionShapeFeet.disabled = true
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#print ("collision disabled")
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# spawn gibs
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var gibs = $Player/Gibs.duplicate()
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get_tree().root.add_child(gibs)
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gibs.global_transform = global_transform
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gibs.show()
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#print ("gibs spawned")
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# enable the ragdoll colliders
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for i in gibs.get_children():
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i.get_child(1).disabled = false
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#print ("gibs enabled")
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# Respawn timer
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#print ("set as dead")
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$MeshInstance.hide()
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$Camera/Hand.hide()
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$CrosshairContainer.hide()
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yield(get_tree().create_timer(3), "timeout")
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$MeshInstance.show()
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spawn()
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@ -206,11 +227,6 @@ master func kill():
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gibs.queue_free()
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func despawn():
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$MeshInstance.hide()
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$Camera/Hand.hide()
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$CrosshairContainer.hide()
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func spawn():
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is_dead = false
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health = 150
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