Adds enemies

This commit is contained in:
Michel 2025-02-01 22:51:01 +01:00
parent cf8ba8bacb
commit 76e5b1927f
324 changed files with 28447 additions and 106 deletions

View file

@ -12,7 +12,9 @@ static var Instance: Player;
@onready var animationtree: AnimationTree = $CollisionShape3D/Camera3D/Weapon/AnimationPlayer/AnimationTree
@onready var collisionShape: CollisionShape3D = $CollisionShape3D
@onready var health: Health = $Health
const CROUCHED_SPEED: float = 2.5
const SPEED: float = 5.0
const SPRINT_SPEED: float = 10.0
const FALLOFF_SPEED: float = 0.5
@ -54,6 +56,8 @@ func _physics_process(delta: float) -> void:
if PlayerState == PlayerStates.SPRINTING:
speed = SPRINT_SPEED
if PlayerState == PlayerStates.CROUCHING:
speed = CROUCHED_SPEED
if direction:
velocity.x = direction.x * speed
@ -67,13 +71,16 @@ func _physics_process(delta: float) -> void:
if self.PlayerState == PlayerStates.SPRINTING:
input_dir.y *= 2
var blendProperty = 'parameters/Movement/blend_position'
var blendProperty = 'parameters/Movement/0/blend_position'
if PlayerState == PlayerStates.CROUCHING:
blendProperty = 'parameters/Crouched Movement/blend_position'
lastDirection.x = move_toward(lastDirection.x, input_dir.x, 0.05);
lastDirection.y = move_toward(lastDirection.y, input_dir.y, 0.05);
animationtree.set(blendProperty, lastDirection);
var yLeft = clamp(lastDirection.y - 1, 0, 1);
animationtree.set('parameters/Movement/blend_position', yLeft)
var yRemainder = Vector2(lastDirection.x, clamp(lastDirection.y, 0, 1));
animationtree.set(blendProperty, yRemainder);
func handleCrouching():
if Input.is_action_just_pressed('player_crouching'):