add attacks and death

This commit is contained in:
2025-02-26 16:17:14 +09:00
parent 151a757e3e
commit 3f1f4b1811
9 changed files with 83 additions and 14 deletions
+24 -1
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@@ -20,6 +20,12 @@ properties/1/replication_mode = 1
properties/2/path = NodePath(".:server_rotation") properties/2/path = NodePath(".:server_rotation")
properties/2/spawn = true properties/2/spawn = true
properties/2/replication_mode = 1 properties/2/replication_mode = 1
properties/3/path = NodePath("RotationBase/Attack:visible")
properties/3/spawn = true
properties/3/replication_mode = 1
properties/4/path = NodePath(".:dead")
properties/4/spawn = true
properties/4/replication_mode = 1
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"] [sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("Input:direction") properties/0/path = NodePath("Input:direction")
@@ -77,6 +83,7 @@ unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Collider" type="CollisionShape3D" parent="."] [node name="Collider" type="CollisionShape3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3") shape = SubResource("CapsuleShape3D_j6tb3")
@@ -105,8 +112,9 @@ transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg") mesh = SubResource("SphereMesh_1gltg")
[node name="Attack" type="Area3D" parent="RotationBase"] [node name="Attack" type="Area3D" parent="RotationBase"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.75) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.75)
monitoring = false visible = false
monitorable = false monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="RotationBase/Attack"] [node name="CollisionShape3D" type="CollisionShape3D" parent="RotationBase/Attack"]
@@ -117,6 +125,19 @@ transparency = 0.8
mesh = SubResource("BoxMesh_phaav") mesh = SubResource("BoxMesh_phaav")
surface_material_override/0 = SubResource("StandardMaterial3D_ssauw") surface_material_override/0 = SubResource("StandardMaterial3D_ssauw")
[node name="AttackTimer" type="Timer" parent="RotationBase/Attack"]
unique_name_in_owner = true
process_callback = 0
wait_time = 0.35
one_shot = true
[node name="AttackCooldown" type="Timer" parent="RotationBase/Attack"]
unique_name_in_owner = true
process_callback = 0
wait_time = 2.0
one_shot = true
autostart = true
[node name="FloatingCamera" type="Node" parent="."] [node name="FloatingCamera" type="Node" parent="."]
[node name="CameraPlatform" type="Node3D" parent="FloatingCamera"] [node name="CameraPlatform" type="Node3D" parent="FloatingCamera"]
@@ -154,3 +175,5 @@ unique_name_in_owner = true
script = ExtResource("9_nqccg") script = ExtResource("9_nqccg")
[connection signal="delta_synchronized" from="Sync" to="." method="_on_sync_delta_synchronized"] [connection signal="delta_synchronized" from="Sync" to="." method="_on_sync_delta_synchronized"]
[connection signal="body_entered" from="RotationBase/Attack" to="StateMachine/Lunge" method="_on_attack_body_entered"]
[connection signal="body_exited" from="RotationBase/Attack" to="StateMachine/Lunge" method="_on_attack_body_exited"]
+4
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@@ -20,6 +20,9 @@ properties/1/replication_mode = 1
properties/2/path = NodePath(".:server_rotation") properties/2/path = NodePath(".:server_rotation")
properties/2/spawn = true properties/2/spawn = true
properties/2/replication_mode = 1 properties/2/replication_mode = 1
properties/3/path = NodePath(".:dead")
properties/3/spawn = true
properties/3/replication_mode = 1
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"] [sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("Input:direction") properties/0/path = NodePath("Input:direction")
@@ -68,6 +71,7 @@ unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Collider" type="CollisionShape3D" parent="."] [node name="Collider" type="CollisionShape3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3") shape = SubResource("CapsuleShape3D_j6tb3")
+5 -2
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@@ -29,11 +29,14 @@ extends CharacterBody3D
@export_group("Server variables") @export_group("Server variables")
@export var server_position := Vector3.ZERO @export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO @export var server_rotation := Vector3.ZERO
@export var player := true
@export var dead := false
@onready var _camera_pivot: Node3D = %CameraPivot @onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_platform: Node3D = %CameraPlatform @onready var _camera_platform: Node3D = %CameraPlatform
@onready var _camera: Node3D = %Camera @onready var _camera: Node3D = %Camera
@onready var rotation_base: Node3D = %RotationBase @onready var rotation_base: Node3D = %RotationBase
@onready var collider: Node3D = %Collider
var camera_input_direction := Vector2.ZERO var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD var last_direction := Vector3.FORWARD
@@ -108,9 +111,9 @@ func _on_sync_delta_synchronized() -> void:
position = server_position position = server_position
func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acceleration: float) -> void: func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acc: float) -> void:
var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed) var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed)
velocity = velocity.move_toward(target_velocity, acceleration * delta) + Main.gravity_velocity velocity = velocity.move_toward(target_velocity, acc * delta) + Main.gravity_velocity
move_and_slide() move_and_slide()
if input_direction.length() >= 0.1: if input_direction.length() >= 0.1:
+5
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@@ -1,12 +1,17 @@
extends State extends State
func enter() -> void: func enter() -> void:
super()
subject.rotation_base.global_rotation.z = PI / 2 subject.rotation_base.global_rotation.z = PI / 2
subject.collider.disabled = true
func exit() -> void: func exit() -> void:
super()
subject.rotation_base.global_rotation.z = 0 subject.rotation_base.global_rotation.z = 0
subject.collider.disabled = false
func process_physics(_delta: float) -> State: func process_physics(_delta: float) -> State:
if not multiplayer.is_server(): return if not multiplayer.is_server(): return
if not subject.dead: return %Idle
return return
+1
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@@ -6,6 +6,7 @@ func process_physics(delta: float) -> State:
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.air_deceleration) subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.air_deceleration)
if not subject.is_on_floor(): return if not subject.is_on_floor(): return
if has_node("%Dead") and subject.dead: return %Dead
if %Input.direction.length() < 0.05: return %Idle if %Input.direction.length() < 0.05: return %Idle
if has_node("%Walk") and %Input.walk: return %Walk if has_node("%Walk") and %Input.walk: return %Walk
return %Run return %Run
+3 -3
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@@ -3,12 +3,12 @@ extends State
func process_physics(delta: float) -> State: func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.acceleration) subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.acceleration)
if not subject.is_on_floor(): return %Fall if not subject.is_on_floor(): return %Fall
if has_node("%Lunge") and %Input.primary_interact: return %Lunge # TODO: Lunge attacks currently do nothing so Chasers can't move when they click in if has_node("%Dead") and subject.dead: return %Dead
if has_node("%Lunge") and %Input.primary_interact and (not has_node("%AttackCooldown") or %AttackCooldown.time_left == 0): return %Lunge
var input_direction = %Input.direction
if input_direction.length() < 0.05: return if input_direction.length() < 0.05: return
if has_node("%Walk") and %Input.walk: return %Walk if has_node("%Walk") and %Input.walk: return %Walk
return %Run return %Run
+33 -2
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@@ -1,11 +1,42 @@
extends State extends State
var hit = false
var players_in_area = {}
func enter() -> void:
super()
if has_node("%Attack"): %Attack.visible = true
if has_node("%AttackTimer"): %AttackTimer.start()
if has_node("%AttackCooldown"): %AttackCooldown.start()
hit = false
func exit() -> void:
super()
if has_node("%Attack"): %Attack.visible = false
func process_physics(delta: float) -> State: func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration) subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration)
if players_in_area.size() > 0:
var hit_player = players_in_area[players_in_area.keys()[0]]
hit_player.dead = true
hit = true
if has_node("%AttackTimer") and %AttackTimer.time_left > 0 and not hit: return
if not subject.is_on_floor(): return %Fall
if input_direction.length() < 0.05: return %Idle
if has_node("%Walk") and %Input.walk: return %Walk if has_node("%Walk") and %Input.walk: return %Walk
return return %Run
func _on_attack_body_entered(body: Node3D) -> void:
if body == subject: return
if not "player" in body or not body.player: return
if body.dead: return
players_in_area[body.name] = body
func _on_attack_body_exited(body: Node3D) -> void:
players_in_area.erase(body.name)
+4 -3
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@@ -4,10 +4,11 @@ func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration) subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration)
if has_node("%Walk") and %Input.walk: return %Walk
if not subject.is_on_floor(): return %Fall if not subject.is_on_floor(): return %Fall
if has_node("%Dead") and subject.dead: return %Dead
if has_node("%Lunge") and %Input.primary_interact and (not has_node("%AttackCooldown") or %AttackCooldown.time_left == 0): return %Lunge
if input_direction.length() < 0.05: return %Idle
if has_node("%Walk") and %Input.walk: return %Walk
return return
+4 -3
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@@ -4,10 +4,11 @@ func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration) subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration)
if not %Input.walk: return %Run
if not subject.is_on_floor(): return %Fall if not subject.is_on_floor(): return %Fall
if has_node("%Dead") and subject.dead: return %Dead
if has_node("%Lunge") and %Input.primary_interact and (not has_node("%AttackCooldown") or %AttackCooldown.time_left == 0): return %Lunge
if input_direction.length() < 0.05: return %Idle
if not %Input.walk: return %Run
return return