Adds missing data

This commit is contained in:
Michel 2025-02-03 19:17:20 +01:00
parent e6391d9fdd
commit 53cdcc3433
620 changed files with 47293 additions and 151 deletions

View file

@ -14,6 +14,15 @@ static var Instance: Player;
@onready var collisionShape: CollisionShape3D = $CollisionShape3D
@onready var health: Health = $Health
@onready var enemyTarget: Node3D = $"Enemy Target"
@onready var deathHandler: DeathHandler = $DeathHandler
@onready var cameraController: CameraController = $CollisionShape3D/Camera3D
@onready var ui: UI = $Ui
@onready var weapon: Node3D = $CollisionShape3D/Camera3D/Weapon
@onready var walkingSound = $Walking
@onready var sprintingSound = $Sprinting
@onready var startupSound = $Startup
@onready var hitSound = $HitSound
const CROUCHED_SPEED: float = 2.5
const SPEED: float = 5.0
@ -23,13 +32,25 @@ const JUMP_VELOCITY: float = 4.5
var lastDirection = Vector2(0,0)
@export var PlayerState: PlayerStates = PlayerStates.STANDING
var controls = true
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready() -> void:
weapon.process_mode = Node.PROCESS_MODE_ALWAYS
get_tree().paused = true
ui.setFade(0)
get_tree().create_timer(1).timeout.connect(readying)
weapon.process_mode = Node.PROCESS_MODE_PAUSABLE
Instance = self
health.damaged.connect(self.damaged)
health.death.connect(self.onDeath)
func readying():
get_tree().paused = false;
func _physics_process(delta: float) -> void:
# Add the gravity.
@ -53,8 +74,12 @@ func _physics_process(delta: float) -> void:
self.handleCrouching()
if PlayerState == PlayerStates.STANDING && Input.is_action_pressed('player_sprint'):
self.PlayerState = PlayerStates.SPRINTING
walkingSound.process_mode = Node.PROCESS_MODE_DISABLED
sprintingSound.process_mode = Node.PROCESS_MODE_INHERIT
if PlayerState == PlayerStates.SPRINTING && Input.is_action_just_released('player_sprint'):
self.PlayerState = PlayerStates.STANDING
walkingSound.process_mode = Node.PROCESS_MODE_INHERIT
sprintingSound.process_mode = Node.PROCESS_MODE_DISABLED
if PlayerState == PlayerStates.SPRINTING:
speed = SPRINT_SPEED
@ -96,3 +121,17 @@ func handleCrouching():
func damaged():
print("Damage")
func onDeath(from):
hitSound.play()
deathHandler.died(from)
cameraController.disableInput()
ui.displayYouDied()
get_tree().paused = true
await get_tree().create_timer(2.5).timeout
ui.setFade(1)
await get_tree().create_timer(1.0).timeout
get_tree().reload_current_scene()