Implement killing almost

This commit is contained in:
Sofia 2026-07-20 21:46:38 +03:00
parent 0678c56dae
commit a2cf76701f
6 changed files with 171 additions and 14 deletions

View File

@ -1,17 +1,20 @@
[gd_scene format=3 uid="uid://ct70bpbca8one"]
[ext_resource type="PackedScene" uid="uid://bod6b3befmyt5" path="res://scenes/player/soldier_m.tscn" id="1_jd651"]
[ext_resource type="PackedScene" uid="uid://cl66unms2gim0" path="res://scenes/player/splorch.tscn" id="2_ywmwa"]
[sub_resource type="Environment" id="Environment_3nx84"]
glow_enabled = true
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_oh8vq"]
[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh")]
[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch")]
look_sensitivity = 1.5
camera = NodePath("camera_3d")
move_speed = 5.0
soldier_mesh = NodePath("soldier_m")
collider = NodePath("collision_shape_3d2")
splorch = NodePath("splorch")
health = 100
collision_mask = 4
@ -27,3 +30,6 @@ transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5
[node name="collision_shape_3d2" type="CollisionShape3D" parent="." unique_id=442150782]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0310049, 0)
shape = SubResource("CapsuleShape3D_oh8vq")
[node name="splorch" parent="." unique_id=986677517 instance=ExtResource("2_ywmwa")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.16157162, 1.4223524, 0)

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@ -1,12 +1,15 @@
[gd_scene format=3 uid="uid://kfxc0migw80o"]
[ext_resource type="PackedScene" uid="uid://bod6b3befmyt5" path="res://scenes/player/soldier_m.tscn" id="1_e2ekk"]
[ext_resource type="PackedScene" uid="uid://cl66unms2gim0" path="res://scenes/player/splorch.tscn" id="2_orxjf"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1cgct"]
[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh")]
[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh", "collider", "splorch")]
move_speed = 5.0
soldier_mesh = NodePath("soldier_m")
collider = NodePath("collision_shape_3d")
splorch = NodePath("gpu_particles_3d")
health = 100
collision_layer = 2
collision_mask = 4
@ -17,3 +20,6 @@ transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5
[node name="collision_shape_3d" type="CollisionShape3D" parent="." unique_id=1110995513]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0310049, 0)
shape = SubResource("CapsuleShape3D_1cgct")
[node name="gpu_particles_3d" parent="." unique_id=986677517 instance=ExtResource("2_orxjf")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4540546, 0)

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@ -0,0 +1,34 @@
[gd_scene format=3 uid="uid://cl66unms2gim0"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_1cgct"]
particle_flag_align_y = true
direction = Vector3(0, 1, 0)
spread = 90.0
initial_velocity_min = 2.0
initial_velocity_max = 5.0
[sub_resource type="Curve" id="Curve_yli5f"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.08643617, 1), -3.6585922, -3.6585922, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_dmbod"]
albedo_color = Color(0.44894964, 1.3055467e-06, 9.62615e-08, 1)
use_particle_trails = true
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_wwb7k"]
material = SubResource("StandardMaterial3D_dmbod")
radius = 0.1
radial_steps = 20
section_length = 0.1
section_rings = 10
curve = SubResource("Curve_yli5f")
[node name="gpu_particles_3d" type="GPUParticles3D" unique_id=986677517]
emitting = false
amount = 20
one_shot = true
explosiveness = 0.78
trail_enabled = true
trail_lifetime = 0.5
process_material = SubResource("ParticleProcessMaterial_1cgct")
draw_pass_1 = SubResource("TubeTrailMesh_wwb7k")

View File

@ -14,7 +14,7 @@ use crate::{
},
util::NetVector3,
},
player::{IPlayer, NetPlayerTransform},
player::{IPlayer, LocalPlayer, NetPlayerTransform, RemotePlayer},
};
pub const GAME_MANAGER_GLOBAL: &str = "GameManagerGlobal";
@ -117,6 +117,11 @@ impl INode for Game {
PeerKind::Server(peer, _) => {
let mut sync_data = HashMap::new();
for player in &self.players {
if let Some(character) = &player.character {
if character.dyn_bind().is_dead() {
continue;
}
}
if let (Some(dir), Some(look_up), Some(transform)) = (
player.get_move_dir(),
player.get_look_up(),
@ -266,16 +271,40 @@ impl Game {
peer.send_reliable(to, Package::MapLoaded);
} else {
self.run_deferred(|s| {
for player in &mut s.players {
if let Some(map) = &mut s.current_map {
let character = map.bind_mut().spawn_player(
player,
for player in s.players.clone() {
let player_id = player.id;
if let Some(mut map) = s.current_map.clone() {
let mut character = map.bind_mut().spawn_player(
&player,
player.id == s.self_id.unwrap_or(0),
None,
);
if let Some(character) = &mut character {
if let Ok(mut local_player) =
character.clone().try_cast::<LocalPlayer>()
{
local_player
.bind_mut()
.signals()
.on_die()
.connect_other(s, move |s| s.on_death(player_id));
} else if let Ok(mut local_player) =
character.clone().try_cast::<RemotePlayer>()
{
local_player
.bind_mut()
.signals()
.on_die()
.connect_other(s, move |s| s.on_death(player_id));
}
}
if let Some(player) = s.find_player_mut(player_id) {
player.character = character;
}
}
}
});
}
}
@ -351,6 +380,10 @@ impl Game {
false
}
}
pub fn on_death(&mut self, player_id: u16) {
godot_print!("Player {} has died!", player_id);
}
}
#[derive(Clone, Debug)]
@ -448,7 +481,7 @@ impl Player {
.dyn_bind_mut()
.apply_rotation(transform.rotation.into());
character.dyn_bind_mut().apply_look_up(look_up);
character.dyn_bind_mut().try_shoot(to, true)
character.dyn_bind_mut().try_shoot(to, deal_damage)
} else {
false
}

View File

@ -2,8 +2,9 @@ use std::{f32::consts::PI, ops::Neg};
use godot::{
classes::{
AudioStreamPlayer3D, Camera3D, CharacterBody3D, ICharacterBody3D, Input, InputEvent,
InputEventMouseMotion, PhysicsRayQueryParameters3D, input::MouseMode,
AudioStreamPlayer3D, Camera3D, CharacterBody3D, CollisionShape3D, GpuParticles3D,
ICharacterBody3D, Input, InputEvent, InputEventMouseMotion, PhysicsRayQueryParameters3D,
input::MouseMode,
},
obj::WithBaseField,
prelude::*,
@ -45,6 +46,8 @@ pub trait IPlayer {
fn jump(&mut self);
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
fn take_damage(&mut self, damage: i32);
fn is_dead(&self) -> bool;
fn kill(&mut self);
}
pub trait PlayerMovement {
@ -83,6 +86,10 @@ pub struct LocalPlayer {
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
splorch: Option<Gd<GpuParticles3D>>,
#[export]
health: i32,
pub player_id: Option<u16>,
@ -94,6 +101,8 @@ pub struct LocalPlayer {
shoot_cd: f64,
is_dead: bool,
locked: bool,
base: Base<CharacterBody3D>,
@ -158,6 +167,10 @@ impl IPlayer for LocalPlayer {
fn apply_look_up(&mut self, _look: f32) {}
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.is_dead {
return false;
}
if self.shoot_cd <= 0. {
let rid = self.base().get_rid();
if let Some(weapon) = &mut self.weapon {
@ -171,8 +184,31 @@ impl IPlayer for LocalPlayer {
}
fn take_damage(&mut self, damage: i32) {
godot_print!("Took damage!");
self.health -= damage;
if self.health <= 0 {
self.kill();
}
}
fn is_dead(&self) -> bool {
self.is_dead
}
fn kill(&mut self) {
self.signals().on_die().emit();
if let Some(mut mesh) = self.soldier_mesh.take() {
mesh.queue_free();
}
if let Some(mut weapon) = self.weapon.take() {
weapon.queue_free();
}
if let Some(mut collider) = self.collider.take() {
collider.queue_free();
}
if let Some(splorch) = &mut self.splorch {
splorch.set_emitting(true);
}
self.is_dead = true;
}
}
@ -288,7 +324,11 @@ impl ICharacterBody3D for LocalPlayer {
}
}
#[godot_api]
impl LocalPlayer {
#[signal]
pub fn on_die();
fn set_lock(&mut self, locked: bool) {
self.locked = locked;
if self.locked {
@ -307,6 +347,10 @@ pub struct RemotePlayer {
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
splorch: Option<Gd<GpuParticles3D>>,
#[export]
health: i32,
pub player_id: Option<u16>,
@ -316,6 +360,8 @@ pub struct RemotePlayer {
y_speed: f32,
look_up: f32,
is_dead: bool,
shoot_cd: f64,
base: Base<CharacterBody3D>,
@ -378,6 +424,10 @@ impl IPlayer for RemotePlayer {
}
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.is_dead {
return false;
}
if self.shoot_cd <= 0. {
let rid = self.base().get_rid();
if let Some(weapon) = &mut self.weapon {
@ -391,8 +441,31 @@ impl IPlayer for RemotePlayer {
}
fn take_damage(&mut self, damage: i32) {
godot_print!("Took damage!");
self.health -= damage;
if self.health <= 0 {
self.kill();
}
}
fn is_dead(&self) -> bool {
self.is_dead
}
fn kill(&mut self) {
self.signals().on_die().emit();
if let Some(mut mesh) = self.soldier_mesh.take() {
mesh.queue_free();
}
if let Some(mut weapon) = self.weapon.take() {
weapon.queue_free();
}
if let Some(mut collider) = self.collider.take() {
collider.queue_free();
}
if let Some(splorch) = &mut self.splorch {
splorch.set_emitting(true);
}
self.is_dead = true;
}
}
@ -417,3 +490,9 @@ impl ICharacterBody3D for RemotePlayer {
}
}
}
#[godot_api]
impl RemotePlayer {
#[signal]
pub fn on_die();
}

View File

@ -55,7 +55,6 @@ impl Weapon for Raygun {
}
if deal_damage && let Some(target) = target {
godot_print!("{}", target.collider);
if let Ok(mut player) = target.collider.try_dynify::<dyn IPlayer>() {
player.dyn_bind_mut().take_damage(100);
}