added loading of bullets

This commit is contained in:
Nikolai Fesenko
2025-08-28 22:43:53 +02:00
parent ad86d7e7a1
commit 972c785007
8 changed files with 47 additions and 6 deletions

View File

@@ -13,9 +13,11 @@ func _ready() -> void:
destination_reached.connect(on_target_reached)
func _process(delta: float) -> void:
if !is_target_reached:
if is_target_reached == false:
self.global_position = lerp(global_position, target_position, delta / 0.1)
if (global_position.length() - target_position.length() ) == 0.0:
if global_position.distance_to(target_position) < 0.1/1000 and is_target_reached == false:
destination_reached.emit()
func moveTo(target_pos: Vector3):
@@ -23,4 +25,5 @@ func moveTo(target_pos: Vector3):
is_target_reached = false
func on_target_reached():
print("Target Reached")
is_target_reached = true

View File

@@ -12,6 +12,8 @@ func _ready() -> void:
func _input(event: InputEvent) -> void:
if event.is_action_released("load"):
player1_revolver.load_bullet(bullet_stack.bullets[0])
elif event.is_action_released("load2"):
player1_revolver.load_bullet(bullet_stack.bullets[1])
func set_player_revolver(newRevolver):
player1_revolver = newRevolver

View File

@@ -1,17 +1,19 @@
extends Node3D
var bullet_target_pos = Vector3(2.231,0.03,4.612)
var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
var loaded_bullets = Array()
var max_bullets: int = 6
var current_round: int = 0
var current_round: int = 1
var timer: Timer
@export var is_player_revolver: bool = false
@export var cylinder: Node3D
var is_cylinder_out: bool = false
func _ready() -> void:
loaded_bullets.resize(6)
timer = $Timer
if is_player_revolver:
GameManager.set_player_revolver(self)
else:
@@ -22,8 +24,27 @@ func _process(delta: float) -> void:
cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1)
else:
cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1)
func load_bullet(bullet_object):
cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 )
#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D):
loaded_bullets[current_round] = bullet_object
bullet_object.destination_reached.connect(on_bullet_reached)
bullet_object.moveTo(to_global(bullet_target_pos))
bullet_object.rotate_x(deg_to_rad(-90))
is_cylinder_out = true
bullet_object.reparent(cylinder)
print_tree()
timer.timeout.connect(on_load_anim_end)
#cylinder.rotation.x = 90.0
func on_load_anim_end():
is_cylinder_out = false
timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached():
current_round += 1
timer.start()
func shoot():
pass