From b4d768021346066567a7684b95bef7acea4b2122 Mon Sep 17 00:00:00 2001 From: Nikolai Fesenko <152747946+NikolaiFesenko-code@users.noreply.github.com> Date: Sat, 30 Aug 2025 18:02:55 +0200 Subject: [PATCH] added loading through animation player --- Scenes/main.tscn | 12 ++++-- Scenes/prototype.tscn | 24 ++++++++++++ Scenes/revolver.tscn | 46 +++++++++++++++++++++- Scripts/bullet.gd | 4 +- Scripts/game_manager.gd | 10 +++-- Scripts/revolver.gd | 87 +++++++++++++++++++++++++++++++---------- 6 files changed, 153 insertions(+), 30 deletions(-) create mode 100644 Scenes/prototype.tscn diff --git a/Scenes/main.tscn b/Scenes/main.tscn index 9b4b83e..cb3f2ad 100644 --- a/Scenes/main.tscn +++ b/Scenes/main.tscn @@ -23,7 +23,9 @@ spot_range = 4.8595 spot_angle = 42.0126 [node name="revolver" parent="." instance=ExtResource("4_jjvhh")] -transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178) +transform = Transform3D(-4.37114e-09, -0.1, 0, 0.1, -4.37114e-09, 0, 0, 0, 0.1, 1.02871, 3.34454, 0.425178) +down_pos = Vector3(1.029, 3.345, 0.425) +target_angle_up = Vector3(0, 0, -180) is_player_revolver = true [node name="BulletStack" type="Node3D" parent="."] @@ -73,8 +75,10 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.162003, -0.0193229, 0.0082 transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251) [node name="enemy_revolver" parent="." instance=ExtResource("4_jjvhh")] -transform = Transform3D(0.1, 0, 0, 0, -0.1, -1.50996e-08, 0, 1.50996e-08, -0.1, 0.354285, 4.2476, -0.496572) +transform = Transform3D(0.00193718, -0.0999812, 1.69355e-10, -0.0999812, -0.00193718, -8.74064e-09, 8.74228e-09, -7.64274e-16, -0.1, 1.01994, 3.38413, -0.496572) +up_pos = Vector3(0.354, 4.248, -0.497) +down_pos = Vector3(1.02, 3.384, -0.497) +target_angle_up = Vector3(0, -180, 180) +target_angle_down = Vector3(0, 180, -90) [node name="MainGame" parent="." instance=ExtResource("6_21xkr")] - -[editable path="revolver"] diff --git a/Scenes/prototype.tscn b/Scenes/prototype.tscn new file mode 100644 index 0000000..1b96f8b --- /dev/null +++ b/Scenes/prototype.tscn @@ -0,0 +1,24 @@ +[gd_scene load_steps=4 format=3 uid="uid://b1lmku8qo5ln5"] + +[ext_resource type="PackedScene" uid="uid://bge7npb7b1y6x" path="res://Scenes/revolver.tscn" id="1_4ousu"] +[ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="2_6koui"] + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_3mrnv"] + +[node name="Prototype" type="Node3D"] + +[node name="Camera3D" type="Camera3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.448508, 1.2315) + +[node name="revolver" parent="." instance=ExtResource("1_4ousu")] +transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.376162, 0, -1.28934) +is_player_revolver = true + +[node name="bullet" parent="." instance=ExtResource("2_6koui")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.114408, 0, -0.120555) + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +libraries = { +&"": SubResource("AnimationLibrary_3mrnv") +} +autoplay = "new_animation" diff --git a/Scenes/revolver.tscn b/Scenes/revolver.tscn index 48bdc3b..b06cf3e 100644 --- a/Scenes/revolver.tscn +++ b/Scenes/revolver.tscn @@ -1,8 +1,44 @@ -[gd_scene load_steps=3 format=3 uid="uid://bge7npb7b1y6x"] +[gd_scene load_steps=6 format=3 uid="uid://bge7npb7b1y6x"] [ext_resource type="PackedScene" uid="uid://k5auld1jqu12" path="res://Blends/Revolver/revolver.gltf" id="1_wa2bx"] [ext_resource type="Script" uid="uid://d3174fuibuuyo" path="res://Scripts/revolver.gd" id="2_ncs2m"] +[sub_resource type="Animation" id="Animation_ncs2m"] +resource_name = "cylinder_out" +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Cylinder_002:position") +tracks/0/interp = 2 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 1), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [Vector3(0.0429976, 0.542699, 3.97893), Vector3(2.0611, 0.542699, 3.97893)] +} + +[sub_resource type="Animation" id="Animation_ldl0s"] +length = 0.001 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Cylinder_002:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [Vector3(0.0429976, 0.542699, 3.97893)] +} + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_h5sga"] +_data = { +&"RESET": SubResource("Animation_ldl0s"), +&"cylinder_out": SubResource("Animation_ncs2m") +} + [node name="revolver" node_paths=PackedStringArray("cylinder") instance=ExtResource("1_wa2bx")] transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0) script = ExtResource("2_ncs2m") @@ -18,4 +54,12 @@ transform = Transform3D(0.388665, 1.69891e-08, 0.673188, 0.673188, -2.9426e-08, transform = Transform3D(-4.37114e-08, 0, 0.564469, 0, 0.0715409, 0, -1, 0, -2.46737e-08, 0, -0.305258, 3.93692) [node name="Timer" type="Timer" parent="." index="5"] +wait_time = 0.5 one_shot = true + +[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="6"] +libraries = { +&"": SubResource("AnimationLibrary_h5sga") +} + +[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"] diff --git a/Scripts/bullet.gd b/Scripts/bullet.gd index 8c40c7d..fb5726d 100644 --- a/Scripts/bullet.gd +++ b/Scripts/bullet.gd @@ -36,9 +36,11 @@ func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_posit GameManager.bullet_selected.emit(self) -func shoot(): +func shoot(target): if is_live: print("Ammo was live") else: print("Ammo not live") pass + GameManager.bullet_shoot.emit(target) + self.queue_free() diff --git a/Scripts/game_manager.gd b/Scripts/game_manager.gd index b832d12..a37b10b 100644 --- a/Scripts/game_manager.gd +++ b/Scripts/game_manager.gd @@ -1,6 +1,6 @@ extends Node - +signal bullet_shoot signal bullet_selected(object) signal state_changed @@ -18,11 +18,11 @@ var is_player2_loaded: bool = false var bullet_stack: Node3D func _ready() -> void: + bullet_shoot.connect(on_bullet_shoot) bullet_selected.connect(on_bullet_selected) - func _input(event: InputEvent) -> void: if event.is_action_released("load"): - player1_revolver.load_bullet(bullet_stack.bullets[0]) + set_state(GameState.PLAYER1_GUN_LOAD) elif event.is_action_released("load2"): player1_revolver.load_bullet(bullet_stack.bullets[1]) @@ -91,3 +91,7 @@ func get_phase2_player_start(): set_state(GameState.PLAYER1_UNLOAD) else: set_state(GameState.PLAYER2_UNLOAD) + + +func on_bullet_shoot(target): + pass diff --git a/Scripts/revolver.gd b/Scripts/revolver.gd index e444a90..32a27d9 100644 --- a/Scripts/revolver.gd +++ b/Scripts/revolver.gd @@ -1,17 +1,31 @@ extends Node3D +enum revolver_state {UP, DOWN, LOADING} +var state: int = revolver_state.DOWN +var game_state: int var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231 - +@export var up_pos: Vector3 = Vector3(0.354,4.248,0.425) +@export var down_pos: Vector3 var loaded_bullets = Array() var max_bullets: int = 6 var current_round: int = 0 var timer: Timer +var target_angle: Vector3 = Vector3(0,0,90) +@export var target_angle_up: Vector3 = Vector3(0,0,90) +@export var target_angle_down: Vector3 = Vector3(0,0,90) @export var is_player_revolver: bool = false @export var cylinder: Node3D +var animationPlayer: AnimationPlayer + var is_cylinder_out: bool = false + +var curr_load_bullet: Node3D func _ready() -> void: + animationPlayer = $AnimationPlayer + game_state = GameManager.current_state + GameManager.state_changed.connect(on_state_changed) loaded_bullets.resize(max_bullets) timer = $Timer if is_player_revolver: @@ -21,44 +35,42 @@ func _ready() -> void: func _process(delta: float) -> void: if is_cylinder_out: - cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1) + pass + #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) + pass + #cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1) cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 ) + + rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1) + + if state == revolver_state.UP: + global_position = lerp(global_position, up_pos, delta/ 0.1) + target_angle = target_angle_up + elif state == revolver_state.DOWN: + global_position = lerp(global_position, down_pos, delta / 0.1) + target_angle = target_angle_down #cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90) func load_bullet(bullet_object: Node3D): - loaded_bullets[current_round] = bullet_object - bullet_object.is_loaded = true - bullet_object.destination_reached.connect(on_bullet_reached) - bullet_object.moveTo(to_global(bullet_target_pos)) - bullet_object.rotate_x(deg_to_rad(-90)) + curr_load_bullet = bullet_object is_cylinder_out = true - bullet_object.reparent(cylinder) + animationPlayer.play("cylinder_out") timer.timeout.connect(on_load_anim_end) #cylinder.rotation.x = 90.0 func on_load_anim_end(): - timer.timeout.disconnect(on_load_anim_end) - if !can_be_loaded(): - if is_player_revolver: - GameManager.is_player1_loaded = true - else: - GameManager.is_player2_loaded = true is_cylinder_out = false - if is_player_revolver: - GameManager.end_player_turn() - else: - GameManager.end_enemy_turn() - + animationPlayer.play_backwards("cylinder_out") + timer.timeout.disconnect(on_load_anim_end) func on_bullet_reached(): current_round += 1 timer.start() func shoot(): - loaded_bullets[current_round].shoot() + loaded_bullets[current_round].shoot(null) pass @@ -72,3 +84,36 @@ func can_be_loaded(): else: return false + +func on_state_changed(): + if is_player_revolver: + if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD: + state = revolver_state.UP + if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD: + state = revolver_state.DOWN + else: + if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD: + state = revolver_state.UP + if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD: + state = revolver_state.DOWN + + +func _on_animation_player_animation_finished(anim_name: StringName) -> void: + if anim_name == "cylinder_out" and is_cylinder_out: + loaded_bullets[current_round] = curr_load_bullet + curr_load_bullet.is_loaded = true + curr_load_bullet.destination_reached.connect(on_bullet_reached) + curr_load_bullet.moveTo(to_global(bullet_target_pos)) + curr_load_bullet.rotate_x(deg_to_rad(-90)) + curr_load_bullet.reparent(cylinder) + elif anim_name == "cylinder_out" and is_cylinder_out == false: + if !can_be_loaded(): + if is_player_revolver: + GameManager.is_player1_loaded = true + else: + GameManager.is_player2_loaded = true + + if is_player_revolver: + GameManager.end_player_turn() + else: + GameManager.end_enemy_turn()