added loading through animation player

This commit is contained in:
Nikolai Fesenko
2025-08-30 18:02:55 +02:00
parent c0cac7919a
commit b4d7680213
6 changed files with 153 additions and 30 deletions

View File

@@ -23,7 +23,9 @@ spot_range = 4.8595
spot_angle = 42.0126 spot_angle = 42.0126
[node name="revolver" parent="." instance=ExtResource("4_jjvhh")] [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 is_player_revolver = true
[node name="BulletStack" type="Node3D" parent="."] [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) 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")] [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")] [node name="MainGame" parent="." instance=ExtResource("6_21xkr")]
[editable path="revolver"]

24
Scenes/prototype.tscn Normal file
View File

@@ -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"

View File

@@ -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="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"] [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")] [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) transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0)
script = ExtResource("2_ncs2m") 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) 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"] [node name="Timer" type="Timer" parent="." index="5"]
wait_time = 0.5
one_shot = true 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"]

View File

@@ -36,9 +36,11 @@ func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_posit
GameManager.bullet_selected.emit(self) GameManager.bullet_selected.emit(self)
func shoot(): func shoot(target):
if is_live: if is_live:
print("Ammo was live") print("Ammo was live")
else: else:
print("Ammo not live") print("Ammo not live")
pass pass
GameManager.bullet_shoot.emit(target)
self.queue_free()

View File

@@ -1,6 +1,6 @@
extends Node extends Node
signal bullet_shoot
signal bullet_selected(object) signal bullet_selected(object)
signal state_changed signal state_changed
@@ -18,11 +18,11 @@ var is_player2_loaded: bool = false
var bullet_stack: Node3D var bullet_stack: Node3D
func _ready() -> void: func _ready() -> void:
bullet_shoot.connect(on_bullet_shoot)
bullet_selected.connect(on_bullet_selected) bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if event.is_action_released("load"): 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"): elif event.is_action_released("load2"):
player1_revolver.load_bullet(bullet_stack.bullets[1]) player1_revolver.load_bullet(bullet_stack.bullets[1])
@@ -91,3 +91,7 @@ func get_phase2_player_start():
set_state(GameState.PLAYER1_UNLOAD) set_state(GameState.PLAYER1_UNLOAD)
else: else:
set_state(GameState.PLAYER2_UNLOAD) set_state(GameState.PLAYER2_UNLOAD)
func on_bullet_shoot(target):
pass

View File

@@ -1,17 +1,31 @@
extends Node3D 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 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 loaded_bullets = Array()
var max_bullets: int = 6 var max_bullets: int = 6
var current_round: int = 0 var current_round: int = 0
var timer: Timer 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 is_player_revolver: bool = false
@export var cylinder: Node3D @export var cylinder: Node3D
var animationPlayer: AnimationPlayer
var is_cylinder_out: bool = false var is_cylinder_out: bool = false
var curr_load_bullet: Node3D
func _ready() -> void: func _ready() -> void:
animationPlayer = $AnimationPlayer
game_state = GameManager.current_state
GameManager.state_changed.connect(on_state_changed)
loaded_bullets.resize(max_bullets) loaded_bullets.resize(max_bullets)
timer = $Timer timer = $Timer
if is_player_revolver: if is_player_revolver:
@@ -21,44 +35,42 @@ func _ready() -> void:
func _process(delta: float) -> void: func _process(delta: float) -> void:
if is_cylinder_out: 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: 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 ) 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) #cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D): func load_bullet(bullet_object: Node3D):
loaded_bullets[current_round] = bullet_object curr_load_bullet = 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))
is_cylinder_out = true is_cylinder_out = true
bullet_object.reparent(cylinder) animationPlayer.play("cylinder_out")
timer.timeout.connect(on_load_anim_end) timer.timeout.connect(on_load_anim_end)
#cylinder.rotation.x = 90.0 #cylinder.rotation.x = 90.0
func on_load_anim_end(): 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 is_cylinder_out = false
if is_player_revolver: animationPlayer.play_backwards("cylinder_out")
GameManager.end_player_turn() timer.timeout.disconnect(on_load_anim_end)
else:
GameManager.end_enemy_turn()
func on_bullet_reached(): func on_bullet_reached():
current_round += 1 current_round += 1
timer.start() timer.start()
func shoot(): func shoot():
loaded_bullets[current_round].shoot() loaded_bullets[current_round].shoot(null)
pass pass
@@ -72,3 +84,36 @@ func can_be_loaded():
else: else:
return false 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()