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12 changed files with 136 additions and 450 deletions

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@ -1,28 +1,19 @@
[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", "collider", "splorch")]
[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh")]
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
[node name="camera_3d" type="Camera3D" parent="." unique_id=1773137418]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8724979, -0.2644562)
environment = SubResource("Environment_3nx84")
current = true
fov = 90.0
[node name="soldier_m" parent="." unique_id=281995630 instance=ExtResource("1_jd651")]
transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5, 0.15878421, 0, 0.19227558)
@ -30,6 +21,3 @@ 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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@ -1,10 +1,10 @@
[gd_scene format=3 uid="uid://cw7duhhjebypt"]
[ext_resource type="PackedScene" uid="uid://cg81784ct8gf5" path="res://mesh/raygun.tscn" id="1_ckadf"]
[ext_resource type="PackedScene" uid="uid://ctslratcr8h6v" path="res://scenes/player/raygun_beam.tscn" id="1_m84jv"]
[ext_resource type="PackedScene" uid="uid://ctslratcr8h6v" path="res://scenes/player/raygun_bullet.tscn" id="1_m84jv"]
[ext_resource type="AudioStream" uid="uid://xxpkjhaovyd" path="res://assets/LaserWithRecoveryEdited.ogg" id="2_lxble"]
[node name="raygun" type="Raygun" unique_id=573018429 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
[node name="raygun" type="Weapon" unique_id=751705927 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
sound_emitter = NodePath("sound_emitter")
bullet_prefab = ExtResource("1_m84jv")
bullet_source = NodePath("bullet_source")

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@ -1,22 +0,0 @@
[gd_scene format=3 uid="uid://ctslratcr8h6v"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n6c2q"]
shading_mode = 2
disable_specular_occlusion = true
metallic_specular = 1.0
roughness = 0.0
emission_enabled = true
emission = Color(1, 0, 1, 1)
emission_energy_multiplier = 10.0
[sub_resource type="CylinderMesh" id="CylinderMesh_1cgct"]
material = SubResource("StandardMaterial3D_n6c2q")
top_radius = 0.2
bottom_radius = 0.2
height = 1.0
[node name="raygun_beam" type="Beam" unique_id=2002340444]
[node name="mesh_instance_3d" type="MeshInstance3D" parent="." unique_id=1295653371]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0)
mesh = SubResource("CylinderMesh_1cgct")

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@ -0,0 +1,40 @@
[gd_scene format=3 uid="uid://ctslratcr8h6v"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_3g557"]
particle_flag_align_y = true
radial_velocity_min = -500.0
radial_velocity_max = -500.0
scale_over_velocity_max = 1.0
[sub_resource type="Curve" id="Curve_dmbod"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxhor"]
emission_enabled = true
emission = Color(1, 0, 1, 1)
emission_energy_multiplier = 4.47
use_particle_trails = true
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_m77kh"]
material = SubResource("StandardMaterial3D_yxhor")
sections = 2
section_length = 0.5
section_rings = 5
cap_top = false
cap_bottom = false
curve = SubResource("Curve_dmbod")
[node name="raygun_bullet" type="Bullet" unique_id=1238833478 node_paths=PackedStringArray("emitter")]
emitter = NodePath("gpu_particles_3d")
[node name="gpu_particles_3d" type="GPUParticles3D" parent="." unique_id=1330763726]
emitting = false
amount = 1
lifetime = 3.8899999999999997
one_shot = true
fixed_fps = 100
trail_enabled = true
trail_lifetime = 0.5
process_material = SubResource("ParticleProcessMaterial_3g557")
draw_pass_1 = SubResource("TubeTrailMesh_m77kh")

View File

@ -1,16 +1,12 @@
[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", "collider", "splorch")]
[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh")]
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
@ -20,6 +16,3 @@ 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)

View File

@ -1,34 +0,0 @@
[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

@ -9,12 +9,12 @@ use crate::{
net::{
network_manager::{
NetworkManager,
Package::{self, Kill, SelfSync, TakeDamage},
Package::{self, SelfSync},
PeerKind, SyncPackage,
},
util::NetVector3,
},
player::{IPlayer, LocalPlayer, NetPlayerTransform, RemotePlayer},
player::{IPlayer, NetPlayerTransform},
};
pub const GAME_MANAGER_GLOBAL: &str = "GameManagerGlobal";
@ -117,11 +117,6 @@ 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(),
@ -271,52 +266,14 @@ impl Game {
peer.send_reliable(to, Package::MapLoaded);
} else {
self.run_deferred(|s| {
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,
for player in &mut s.players {
if let Some(map) = &mut s.current_map {
let 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));
local_player
.bind_mut()
.signals()
.on_take_damage()
.connect_other(s, move |s, damage| {
s.on_take_damage(player_id, damage)
});
} else if let Ok(mut remote_player) =
character.clone().try_cast::<RemotePlayer>()
{
remote_player
.bind_mut()
.signals()
.on_die()
.connect_other(s, move |s| s.on_death(player_id));
remote_player
.bind_mut()
.signals()
.on_take_damage()
.connect_other(s, move |s, damage| {
s.on_take_damage(player_id, damage)
});
}
}
if let Some(player) = s.find_player_mut(player_id) {
player.character = character;
}
player.character = character;
}
}
});
@ -324,8 +281,7 @@ impl Game {
}
}
// Method called on the client-side whenever a player has spawned
pub fn spawn_player_client(&mut self, id: u16, transform: NetPlayerTransform) {
pub fn spawn_player(&mut self, id: u16, transform: NetPlayerTransform) {
if let Some(map) = &mut self.current_map {
if let Some(player) = self.players.iter_mut().find(|p| p.id == id) {
let character = map.bind_mut().spawn_player(
@ -338,7 +294,6 @@ impl Game {
}
}
// Handle a sync package from the server
pub fn handle_sync(&mut self, sync_data: HashMap<u16, SyncPackage>) {
for (
player_id,
@ -369,7 +324,6 @@ impl Game {
}
}
// Handle a jump, either from the server or from a client
pub fn handle_jump(&mut self, player_id: u16) {
if player_id != self.self_id.unwrap_or(0) {
if let Some(player) = self.find_player_mut(player_id) {
@ -378,7 +332,6 @@ impl Game {
}
}
// Handle shooting, either from the server of from a client
pub fn handle_shoot(
&mut self,
player_id: u16,
@ -387,55 +340,12 @@ impl Game {
look_up: f32,
deal_damage: bool,
) -> bool {
let self_id = self.self_id.clone().unwrap_or(0);
if let Some(player) = self.find_player_mut(player_id) {
if player.id != self_id {
player.try_shoot(to, transform, look_up, deal_damage)
} else {
false
}
player.try_shoot(to, transform, look_up, deal_damage)
} else {
false
}
}
// Handle taking damage, from server to client
pub fn handle_take_damage(&mut self, player_id: u16, damage: i32) {
if let Some(player) = self.find_player_mut(player_id) {
if let Some(character) = &mut player.character {
character.dyn_bind_mut().take_damage(damage, false);
}
}
}
// Handle dying, from server to client
pub fn handle_kill(&mut self, player_id: u16) {
godot_print!("Got kill!");
if let Some(player) = self.find_player_mut(player_id) {
if let Some(character) = &mut player.character {
character.dyn_bind_mut().kill();
}
}
}
// Called whenever a player takes damage on the server-side
pub fn on_take_damage(&mut self, player_id: u16, damage: i32) {
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
if let PeerKind::Server(peer, _) = peer {
peer.broadcast_reliable(TakeDamage(player_id, damage));
}
}
}
// Called whenever a player dies on the server-side
pub fn on_death(&mut self, player_id: u16) {
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
if let PeerKind::Server(peer, _) = peer {
godot_print!("Sent kill!");
peer.broadcast_reliable(Kill(player_id));
}
}
}
}
#[derive(Clone, Debug)]
@ -533,7 +443,7 @@ 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, deal_damage)
character.dyn_bind_mut().try_shoot(to, true)
} else {
false
}

View File

@ -214,7 +214,7 @@ impl INode for NetworkManager {
}
Package::SpawnPlayer(id, transform) => {
if let Some(game) = &mut Game::singleton() {
game.bind_mut().spawn_player_client(id, transform);
game.bind_mut().spawn_player(id, transform);
}
}
Package::Sync(sync_data) => {
@ -238,16 +238,6 @@ impl INode for NetworkManager {
);
}
}
Package::TakeDamage(player_id, damage) => {
if let Some(game) = &mut Game::singleton() {
game.bind_mut().handle_take_damage(player_id, damage);
}
}
Package::Kill(player_id) => {
if let Some(game) = &mut Game::singleton() {
game.bind_mut().handle_kill(player_id);
}
}
_ => {}
},
}
@ -551,8 +541,6 @@ pub enum Package {
SelfSync(SyncPackage),
Jump(u16),
Shoot(u16, NetVector3, NetPlayerTransform, f32),
TakeDamage(u16, i32),
Kill(u16),
}
#[derive(Debug, Clone, Serialize, Deserialize)]

View File

@ -1,7 +1,4 @@
use godot::{
classes::{PhysicsRayQueryParameters3D, World3D},
prelude::*,
};
use godot::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
@ -26,43 +23,3 @@ impl From<NetVector3> for Vector3 {
Vector3::new(value.x, value.y, value.z)
}
}
pub fn cast_ray(
from: Vector3,
to: Vector3,
world: Option<Gd<World3D>>,
exclude: Array<Rid>,
) -> Option<RaycastResult> {
let ray = PhysicsRayQueryParameters3D::create(from, to);
if let Some(mut ray) = ray {
ray.set_collision_mask(0b111);
ray.set_hit_back_faces(false);
ray.set_hit_from_inside(false);
ray.set_collide_with_bodies(true);
ray.set_exclude(&exclude);
if let Some(world) = world
&& let Some(mut space) = world.get_direct_space_state()
{
let results = space.intersect_ray(&ray);
if let (Some(position), Some(collider)) =
(results.get("position"), results.get("collider"))
{
Some(RaycastResult {
position: Vector3::from_variant(&position),
collider: Gd::from_variant(&collider),
})
} else {
None
}
} else {
None
}
} else {
None
}
}
pub struct RaycastResult {
pub position: Vector3,
pub collider: Gd<Object>,
}

View File

@ -2,9 +2,8 @@ use std::{f32::consts::PI, ops::Neg};
use godot::{
classes::{
AudioStreamPlayer3D, Camera3D, CharacterBody3D, CollisionShape3D, GpuParticles3D,
ICharacterBody3D, Input, InputEvent, InputEventMouseMotion, PhysicsRayQueryParameters3D,
input::MouseMode,
AudioStreamPlayer3D, Camera3D, CharacterBody3D, ICharacterBody3D, Input, InputEvent,
InputEventMouseMotion, PhysicsRayQueryParameters3D, input::MouseMode,
},
obj::WithBaseField,
prelude::*,
@ -18,11 +17,11 @@ use crate::{
Package::{Jump, Shoot},
PeerKind,
},
util::{NetVector3, cast_ray},
util::NetVector3,
},
soldier_mesh::SoldierMesh,
ui::cli::CommandLinePanel,
weapon::{Raygun, Weapon},
weapon::Weapon,
};
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
@ -45,9 +44,6 @@ pub trait IPlayer {
fn get_transform(&self) -> NetPlayerTransform;
fn jump(&mut self);
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
fn take_damage(&mut self, damage: i32, kill: bool);
fn is_dead(&self) -> bool;
fn kill(&mut self);
}
pub trait PlayerMovement {
@ -69,12 +65,8 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
.rotated(Vector3::UP, self.base().get_rotation().y)
* self.get_move_speed();
if self.is_dead() {
self.base_mut().set_velocity(Vector3::ZERO);
} else {
self.base_mut().set_velocity(speed);
self.base_mut().move_and_slide();
}
self.base_mut().set_velocity(speed);
self.base_mut().move_and_slide();
}
}
@ -89,15 +81,9 @@ pub struct LocalPlayer {
move_speed: f32,
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
splorch: Option<Gd<GpuParticles3D>>,
#[export]
health: i32,
pub player_id: Option<u16>,
pub weapon: Option<DynGd<Node3D, dyn Weapon>>,
pub weapon: Option<Gd<Weapon>>,
movement_dir: Vector3,
y_speed: f32,
@ -105,8 +91,6 @@ pub struct LocalPlayer {
shoot_cd: f64,
is_dead: bool,
locked: bool,
base: Base<CharacterBody3D>,
@ -171,14 +155,9 @@ 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 {
weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
weapon.bind_mut().shoot(to, deal_damage);
}
self.shoot_cd = 0.2;
true
@ -186,35 +165,6 @@ impl IPlayer for LocalPlayer {
false
}
}
fn take_damage(&mut self, damage: i32, kill: bool) {
self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
self.health -= damage;
if kill && self.health <= 0 {
self.kill();
}
}
fn is_dead(&self) -> bool {
self.is_dead
}
fn kill(&mut self) {
self.run_deferred(move |s| s.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;
}
}
#[godot_api]
@ -271,29 +221,44 @@ impl ICharacterBody3D for LocalPlayer {
if event.is_action_pressed("shoot") {
let pos = if let Some(camera) = &self.camera {
let forward = camera.get_global_basis().col_c().neg();
match cast_ray(
let ray = PhysicsRayQueryParameters3D::create(
camera.get_global_position(),
camera.get_global_position() + forward,
self.base().get_world_3d(),
Array::from_iter(vec![self.base().get_rid()]),
) {
Some(res) => Some(res.position),
None => Some(camera.get_global_position() + forward * 100.),
camera.get_global_position() + forward * 10000.,
);
if let Some(mut ray) = ray {
ray.set_collision_mask(0b110);
ray.set_hit_back_faces(false);
ray.set_hit_from_inside(false);
ray.set_collide_with_bodies(true);
if let Some(world) = self.base().get_world_3d()
&& let Some(mut space) = world.get_direct_space_state()
{
let results = space.intersect_ray(&ray);
if let Some(position) = results.get("position") {
Some(Vector3::from_variant(&position))
} else {
Some(camera.get_global_position() + forward * 100.)
}
} else {
None
}
} else {
None
}
} else {
None
};
godot_print!("{:?}", pos);
if let Some(pos) = pos {
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
match peer {
PeerKind::Client(peer, addr) => {
if self.try_shoot(pos, false) {
peer.send_reliable(
addr,
Shoot(0, pos.into(), self.get_transform(), self.look_up),
);
}
peer.send_reliable(
addr,
Shoot(0, pos.into(), self.get_transform(), self.look_up),
);
}
PeerKind::Server(peer, _) => {
if self.try_shoot(pos, true) {
@ -311,33 +276,25 @@ impl ICharacterBody3D for LocalPlayer {
}
if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
if !self.is_dead() {
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
if let Some(camera) = self.camera.as_mut() {
let curr_rotation = camera.get_rotation();
let x_rot =
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
camera.set_rotation(Vector3::RIGHT * x_rot);
self.look_up = x_rot;
}
let y_rot = -x * self.look_sensitivity;
self.base_mut().rotate_y(y_rot);
if let Some(camera) = self.camera.as_mut() {
let curr_rotation = camera.get_rotation();
let x_rot =
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
camera.set_rotation(Vector3::RIGHT * x_rot);
self.look_up = x_rot;
}
let y_rot = -x * self.look_sensitivity;
self.base_mut().rotate_y(y_rot);
}
}
}
}
#[godot_api]
impl LocalPlayer {
#[signal]
pub fn on_die();
#[signal]
pub fn on_take_damage(damage: i32);
fn set_lock(&mut self, locked: bool) {
self.locked = locked;
if self.locked {
@ -355,22 +312,14 @@ pub struct RemotePlayer {
move_speed: f32,
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
splorch: Option<Gd<GpuParticles3D>>,
#[export]
health: i32,
pub player_id: Option<u16>,
pub weapon: Option<DynGd<Node3D, dyn Weapon>>,
pub weapon: Option<Gd<Weapon>>,
movement_dir: Vector3,
y_speed: f32,
look_up: f32,
is_dead: bool,
shoot_cd: f64,
base: Base<CharacterBody3D>,
@ -433,14 +382,9 @@ 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 {
weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
weapon.bind_mut().shoot(to, deal_damage);
}
self.shoot_cd = 0.2;
true
@ -448,35 +392,6 @@ impl IPlayer for RemotePlayer {
false
}
}
fn take_damage(&mut self, damage: i32, kill: bool) {
self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
self.health -= damage;
if kill && self.health <= 0 {
self.kill();
}
}
fn is_dead(&self) -> bool {
self.is_dead
}
fn kill(&mut self) {
self.run_deferred(move |s| s.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;
}
}
#[godot_api]
@ -500,11 +415,3 @@ impl ICharacterBody3D for RemotePlayer {
}
}
}
#[godot_api]
impl RemotePlayer {
#[signal]
pub fn on_die();
#[signal]
pub fn on_take_damage(damage: i32);
}

View File

@ -6,7 +6,7 @@ use godot::{
prelude::*,
};
use crate::weapon::{Raygun, Weapon};
use crate::weapon::Weapon;
#[derive(GodotClass)]
#[class(base=Node3D, init)]
@ -43,19 +43,16 @@ impl SoldierMesh {
}
}
pub fn spawn_raygun(&mut self) -> Option<DynGd<Node3D, dyn Weapon>> {
pub fn spawn_raygun(&mut self) -> Option<Gd<Weapon>> {
if let Some(raygun) = &self.raygun {
let node = raygun.instantiate_as::<Raygun>();
self.spawn_weapon(node.into_dyn().upcast())
let node = raygun.instantiate_as::<Weapon>();
self.spawn_weapon(node)
} else {
None
}
}
fn spawn_weapon(
&mut self,
node: DynGd<Node3D, dyn Weapon>,
) -> Option<DynGd<Node3D, dyn Weapon>> {
fn spawn_weapon(&mut self, node: Gd<Weapon>) -> Option<Gd<Weapon>> {
if let Some(hand) = &mut self.hand_attachment {
hand.add_child(&node);
Some(node)

View File

@ -3,15 +3,9 @@ use godot::{
prelude::*,
};
use crate::{net::util::cast_ray, player::IPlayer};
pub trait Weapon {
fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool);
}
#[derive(GodotClass)]
#[class(base=Node3D, init)]
pub struct Raygun {
pub struct Weapon {
#[export]
sound_emitter: Option<Gd<AudioStreamPlayer3D>>,
#[export]
@ -22,87 +16,55 @@ pub struct Raygun {
base: Base<Node3D>,
}
#[godot_dyn]
impl Weapon for Raygun {
fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool) {
impl Weapon {
pub fn shoot(&mut self, to: Vector3, deal_damage: bool) {
if let Some(emitter) = &mut self.sound_emitter {
emitter.play();
}
if let Some(source) = &self.bullet_source {
let target = cast_ray(
source.get_global_position(),
to,
self.base().get_world_3d(),
Array::from_iter(vec![player]),
);
let dir = (to - source.get_global_position()).normalized();
let beam_end = target
.as_ref()
.map(|r| r.position)
.unwrap_or(source.get_global_position() + dir * 100.);
if let Some(prefab) = &self.bullet_prefab {
let mut bullet = prefab.instantiate_as::<Beam>();
bullet.bind_mut().source = Some(source.get_global_position());
bullet.bind_mut().target = Some(beam_end);
if let Some(mut parent) = self.base().find_parent("map") {
parent.add_child(&bullet);
}
}
if deal_damage && let Some(target) = target {
if let Ok(mut player) = target.collider.try_dynify::<dyn IPlayer>() {
player.dyn_bind_mut().take_damage(100, true);
if let Some(prefab) = &self.bullet_prefab {
let mut bullet = prefab.instantiate_as::<Bullet>();
if let Some(mut parent) = self.base().find_parent("map") {
parent.add_child(&bullet);
if let Some(source) = &self.bullet_source {
bullet.set_global_position(source.get_global_position());
}
}
bullet.bind_mut().target = Some(to);
}
}
}
#[derive(GodotClass)]
#[class(base=Node3D, init)]
pub struct Beam {
pub source: Option<Vector3>,
pub struct Bullet {
#[export]
pub emitter: Option<Gd<GpuParticles3D>>,
pub target: Option<Vector3>,
distance: f32,
girth: f32,
alive_for: f64,
base: Base<Node3D>,
}
#[godot_api]
impl INode3D for Beam {
impl INode3D for Bullet {
fn ready(&mut self) {
if let (Some(target), Some(source)) = (self.target, self.source) {
let midway_point = (target + source) / 2.;
self.distance = source.distance_to(target);
self.girth = 1.;
self.scale();
self.base_mut().look_at_from_position(source, target);
self.base_mut().set_global_position(midway_point);
if let Some(emitter) = &mut self.emitter {
emitter.set_emitting(true);
}
}
fn process(&mut self, _delta: f32) {
self.girth = self.girth.lerp(0., 0.07);
self.scale();
}
}
fn process(&mut self, delta: f64) {
self.alive_for += delta;
if self.alive_for > 0.05 {
let prev_pos = self.base().get_global_position();
impl Beam {
fn scale(&mut self) {
let length = Vector3::BACK * self.distance;
let girth_scale = (Vector3::UP + Vector3::RIGHT) * self.girth;
self.base_mut().set_scale(length + girth_scale);
if self.girth < 0.01 {
self.base_mut().queue_free();
if let Some(target) = self.target {
let new_pos = prev_pos.lerp(target, 0.5);
self.base_mut().set_position(new_pos);
}
}
}
}