Added weapons systems
parent
1e89282734
commit
40b23a78a0
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@ -11,3 +11,11 @@ script = ExtResource( 1 )
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[node name="CollisionShape" type="CollisionShape" parent="."]
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shape = SubResource( 1 )
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[node name="GunContainer" type="Spatial" parent="."]
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transform = Transform( 2.65431e-15, 1.62921e-08, 0.1, 0.1, -1.62921e-08, 0, 1.62921e-08, 0.1, -1.62921e-08, 0, -0.22, 0.383 )
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[node name="RayCast" type="RayCast" parent="GunContainer"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.769, 0 )
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enabled = true
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cast_to = Vector3( 0, 500, 0 )
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@ -2,6 +2,7 @@ extends Spatial
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var players = {} # keys are String, values are Players
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const Player = preload("res://Scenes/Player.tscn")
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var tmp = false
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func init() -> void:
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yield(get_tree(), "idle_frame")
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@ -20,15 +21,21 @@ func init() -> void:
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func _process(delta : float) -> void:
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var all_ready = true
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for player in players.values():
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if !player.is_ready:
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if !player.is_ready and player.is_alive:
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all_ready = false
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if all_ready:
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for player in players.values():
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player.is_ready = false
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player.send_thrust_plan()
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player.calculate_plans()
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func generate_translation() -> Vector3:
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return Vector3(rand_range(-10,10),rand_range(-10,10),rand_range(-10,10))
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#return Vector3(rand_range(-10,10),rand_range(-10,10),rand_range(-10,10))
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return Vector3(0,0,rand_range(-10,10))
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func generate_rotation() -> Vector3:
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return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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#return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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return Vector3(0,0,0)
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func play_full_plans():
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for player in players.values():
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player.play_full_plan()
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@ -1,19 +1,35 @@
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extends RigidBody
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const TIME_STEP : float = 0.01
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const BASE_DPS : float = 300.0
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var thrust_plan : Plan = Plan.new()
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var weapons_plan : Plan = Plan.new()
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var is_ready : bool = false
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var running_plan : bool = false
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var plan_time : float = 0.0
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var health : float = 100.0
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var is_alive : bool = true
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var time_of_death : float = -1
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var initial_translation : Vector3 = get_translation()
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var initial_rotation : Vector3 = get_rotation()
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var initial_velocity : Vector3 = Vector3(0,0,0)
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var initial_rotational_velocity : Vector3 = Vector3(0,0,0)
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var last_translation : Vector3 = get_translation()
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var last_rotation : Vector3 = get_rotation()
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var enable_physics : bool = false
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var waiting_for_completion : bool = false
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func init():
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last_rotation = get_rotation()
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last_translation = get_translation()
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initial_rotation = get_rotation()
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initial_translation = get_translation()
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enable_physics = true
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health = 100
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remote func add_thrust_element(time: float, linear_thrust : Vector3, rotational_thrust : Vector3) -> void:
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var element : ThrustElement = ThrustElement.new()
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@ -23,20 +39,28 @@ remote func add_thrust_element(time: float, linear_thrust : Vector3, rotational_
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get_parent().get_parent().console_print("Adding thrust element with the following params: time = " + String(time) + ", lin = " + String(linear_thrust) + ", rot = " + String(rotational_thrust) + ".")
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thrust_plan.add_element(element)
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remote func add_weapons_element(time: float, firing: bool) -> void:
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var element : WeaponsElement = WeaponsElement.new()
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element.time = time
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element.firing = firing
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get_parent().get_parent().console_print("Adding weapons element with the following params: time = " + String(time) + ", firing = "+ String(firing))
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weapons_plan.add_element(element)
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func send_thrust_plan() -> void:
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func send_all_plans() -> void:
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get_parent().get_parent().console_print("Sending plan...")
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for element in thrust_plan.current_elements:
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rpc("add_thrust_element", element.time, element.linear_thrust, element.rotational_thrust)
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rpc("r_end_turn")
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for element in weapons_plan.current_elements:
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rpc("add_weapons_element", element.time, element.firing)
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get_parent().get_parent().console_print("Time of death is " + String(time_of_death) + " with health " + String(health) + ".")
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rpc("r_end_turn", time_of_death)
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thrust_plan.new_turn()
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weapons_plan.new_turn()
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remote func end_turn() -> void:
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get_parent().get_parent().console_print("Setting ready status to true...")
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is_ready = true
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func _get_current_plan_element(all_elements) -> PlanElement:
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var summed_time : float = 0.0
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for element in all_elements:
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@ -52,10 +76,21 @@ func _get_all_thrust_elements():
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all_elements.append(element)
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return all_elements
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func _get_all_weapons_elements():
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var all_elements = []
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for element in weapons_plan.elements:
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all_elements.append(element)
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for element in weapons_plan.current_elements:
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all_elements.append(element)
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return all_elements
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func _physics_process(delta : float) -> void:
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if !enable_physics:
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return
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if !running_plan:
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if waiting_for_completion:
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send_all_plans()
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waiting_for_completion = false
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translation = last_translation
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rotation = last_rotation
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return
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@ -68,4 +103,46 @@ func _physics_process(delta : float) -> void:
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return
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add_central_force(self.transform.basis.xform(current_thrust_element.linear_thrust))
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add_torque(self.transform.basis.xform(current_thrust_element.rotational_thrust))
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var all_weapons_elements = _get_all_weapons_elements()
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var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements)
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if current_weapons_element == null:
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running_plan = false
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return
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if current_weapons_element.firing and is_alive:
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fire(delta, plan_time)
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plan_time += delta
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func fire(delta : float, time : float) -> void:
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if $GunContainer/RayCast.is_colliding():
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var target : RigidBody = $GunContainer/RayCast.get_collider()
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target.take_damage(BASE_DPS * delta, time)
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func take_damage(damage : float, time : float) -> void:
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get_parent().get_parent().console_print("tmp")
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health -= damage
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if health < 0:
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self.die(time)
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func die(time : float) -> void:
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is_alive = false
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$CollisionShape.disabled = true
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time_of_death = time
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func play_all_plans():
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get_parent().play_full_plans()
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func play_full_plan():
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set_linear_velocity(initial_velocity)
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set_angular_velocity(initial_rotational_velocity)
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set_translation(initial_translation)
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set_rotation(initial_rotation)
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running_plan = true
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plan_time = 0.0
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is_alive = true
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$CollisionShape.disabled = false
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func calculate_plans():
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play_full_plan()
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waiting_for_completion = true
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@ -0,0 +1,9 @@
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extends "res://Scripts/PlanElement.gd"
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class_name WeaponsElement
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var firing : bool = false
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func sanity_check() -> bool:
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return true
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@ -23,11 +23,17 @@ _global_script_classes=[ {
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"class": "ThrustElement",
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"language": "GDScript",
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"path": "res://Scripts/ThrustElement.gd"
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}, {
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"base": "Reference",
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"class": "WeaponsElement",
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"language": "GDScript",
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"path": "res://Scripts/WeaponsElement.gd"
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} ]
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_global_script_class_icons={
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"Plan": "",
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"PlanElement": "",
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"ThrustElement": ""
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"ThrustElement": "",
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"WeaponsElement": ""
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}
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[application]
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