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4 Commits

Author SHA1 Message Date
Nikolai Fesenko
824c2981c5 test coin animation 2025-08-30 22:56:05 +02:00
Nikolai Fesenko
5120ceb4b7 new coin model 2025-08-30 22:51:01 +02:00
Nikolai Fesenko
c6fa8d175a new transition to phase 2 2025-08-30 22:19:21 +02:00
Nikolai Fesenko
dcbc8f3eba enemy revolver animations 2025-08-30 18:57:52 +02:00
10 changed files with 602 additions and 31 deletions

BIN
Blends/Coin/coin.bin Normal file

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Blends/Coin/coin.blend Normal file

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205
Blends/Coin/coin.gltf Normal file
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73
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[node name="Cylinder" parent="." index="0"]
transform = Transform3D(0.169372, 0, 0, 0, 0.0119895, 0, 0, 0, 0.169372, 0, 0, 0)
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@@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://b4ot3p50x08po"] [gd_scene load_steps=14 format=3 uid="uid://b4ot3p50x08po"]
[ext_resource type="PackedScene" uid="uid://cuqeg7u667dw6" path="res://Blends/Room/room.gltf" id="1_jjgbg"] [ext_resource type="PackedScene" uid="uid://cuqeg7u667dw6" path="res://Blends/Room/room.gltf" id="1_jjgbg"]
[ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="3_8gbba"] [ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="3_8gbba"]
@@ -61,6 +61,30 @@ tracks/1/keys = {
"update": 0, "update": 0,
"values": [Vector3(0, 0, 1.5708)] "values": [Vector3(0, 0, 1.5708)]
} }
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("enemy_revolver:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
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[sub_resource type="Animation" id="Animation_344ge"] [sub_resource type="Animation" id="Animation_344ge"]
resource_name = "player_revolver_down" resource_name = "player_revolver_down"
@@ -89,9 +113,65 @@ tracks/1/keys = {
"values": [Vector3(0, 0, 3.14159), Vector3(0, 0, 1.5708)] "values": [Vector3(0, 0, 3.14159), Vector3(0, 0, 1.5708)]
} }
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tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("enemy_revolver:position")
tracks/0/interp = 1
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tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("enemy_revolver:rotation")
tracks/1/interp = 1
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tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("enemy_revolver:rotation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.0333334, 1),
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_344ge"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_344ge"]
_data = { _data = {
&"RESET": SubResource("Animation_6bp64"), &"RESET": SubResource("Animation_6bp64"),
&"enemey_rev_down": SubResource("Animation_hptm8"),
&"enemey_rev_up": SubResource("Animation_ynf5e"),
&"player_revolver_down": SubResource("Animation_344ge"), &"player_revolver_down": SubResource("Animation_344ge"),
&"player_revolver_up": SubResource("Animation_21xkr") &"player_revolver_up": SubResource("Animation_21xkr")
} }
@@ -113,8 +193,6 @@ spot_angle = 42.0126
[node name="revolver" parent="." instance=ExtResource("4_jjvhh")] [node name="revolver" parent="." instance=ExtResource("4_jjvhh")]
transform = Transform3D(-4.37114e-09, -0.1, 0, 0.1, -4.37114e-09, 0, 0, 0, 0.1, 1.02871, 3.34454, 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="."]
@@ -164,11 +242,7 @@ 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(0.00193718, -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) transform = Transform3D(0.00193719, -0.0999812, 1.50996e-08, -0.0999812, -0.00193719, -8.74064e-09, 9.0315e-09, -1.49274e-08, -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")]

View File

@@ -1,19 +1,122 @@
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tracks/1/path = NodePath("person2/Cylinder_001:rotation")
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"values": [Vector3(1.5708, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_3mrnv"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_3mrnv"]
_data = {
&"RESET": SubResource("Animation_uurmw"),
&"new_animation": SubResource("Animation_3mrnv")
}
[node name="Prototype" type="Node3D"] [node name="Prototype" type="Node3D"]
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.448508, 1.2315) 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")] [node name="bullet" parent="." instance=ExtResource("2_6koui")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.114408, 0, -0.120555) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.114408, 0, -0.120555)
@@ -22,3 +125,18 @@ libraries = {
&"": SubResource("AnimationLibrary_3mrnv") &"": SubResource("AnimationLibrary_3mrnv")
} }
autoplay = "new_animation" autoplay = "new_animation"
[node name="person2" parent="." instance=ExtResource("3_6koui")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.28447, 0, 0.116344)
[node name="Cylinder_001" parent="person2" index="2"]
transform = Transform3D(0.0938729, 0, 0, 0, -4.10331e-09, -0.0938729, 0, 0.0938729, -4.10331e-09, 0, 0.349901, -0.530438)
[node name="Cylinder_002" parent="person2" index="3"]
transform = Transform3D(0.0527661, 0, 0, 0, -2.30648e-09, -0.0527661, 0, 0.0527661, -2.30648e-09, 0, 0.349901, -1.17486)
[node name="revolver" parent="person2/Cylinder_002" index="0" instance=ExtResource("1_4ousu")]
transform = Transform3D(-0.990786, -0.0843367, 0.105973, 0.104904, 0.017018, 0.994336, -0.0856625, 0.996292, -0.00801402, 0.0800285, -14.663, -2.40374)
is_player_revolver = true
[editable path="person2"]

View File

@@ -18,10 +18,13 @@ var is_player2_loaded: bool = false
var bullet_stack: Node3D var bullet_stack: Node3D
var animPl: AnimationPlayer var animPl: AnimationPlayer
var last_turn: int
func _ready() -> void: func _ready() -> void:
bullet_shoot.connect(on_bullet_shoot) 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"):
set_player_turn() set_player_turn()
@@ -66,23 +69,26 @@ func check_loaded_bullets(revolver: Node3D):
return false return false
func end_player_turn(): func end_player_turn():
if !is_player2_loaded:
set_state(GameState.PLAYER2_GUN_LOAD)
animPl.play("player_revolver_down") animPl.play("player_revolver_down")
end_turn() #end_turn()
func end_enemy_turn(): func end_enemy_turn():
if is_player1_loaded == false: animPl.play("enemey_rev_down")
print("Player Turn") #set_player_turn()
set_player_turn() #end_turn()
end_turn()
func end_turn(): func end_turn():
if check_unloaded_bullets(): if !player1_revolver.can_be_loaded() and !player2_revolver.can_be_loaded() or !check_unloaded_bullets():
if is_player1_loaded and is_player2_loaded: var player = get_phase2_player_start()
print("Phase 2") if player == 0:
get_phase2_player_start() set_state(GameState.PLAYER1_UNLOAD)
else:
set_state(GameState.PLAYER2_UNLOAD)
else: else:
set_state(GameState.PLAYER2_UNLOAD) if last_turn == 0:
set_enemy_turn()
else:
set_player_turn()
func get_enemy_revolver() -> Node3D: func get_enemy_revolver() -> Node3D:
return player2_revolver return player2_revolver
@@ -90,9 +96,9 @@ func get_enemy_revolver() -> Node3D:
func get_phase2_player_start(): func get_phase2_player_start():
var randNumb = randi_range(0,1) var randNumb = randi_range(0,1)
if randNumb == 0: if randNumb == 0:
set_state(GameState.PLAYER1_UNLOAD) return 0
else: else:
set_state(GameState.PLAYER2_UNLOAD) return 1
func on_bullet_shoot(target): func on_bullet_shoot(target):
@@ -101,8 +107,17 @@ func on_bullet_shoot(target):
func set_player_turn(): func set_player_turn():
animPl.play("player_revolver_up") animPl.play("player_revolver_up")
func set_enemy_turn():
animPl.play("enemey_rev_up")
func on_animation_finished(anim_name): func on_animation_finished(anim_name):
if anim_name == "player_revolver_up": if anim_name == "player_revolver_up":
set_state(GameState.PLAYER1_GUN_LOAD) set_state(GameState.PLAYER1_GUN_LOAD)
elif anim_name == "player_revolver_down": elif anim_name == "player_revolver_down":
last_turn = 0
end_turn()
elif anim_name == "enemey_rev_up":
set_state(GameState.PLAYER2_GUN_LOAD) set_state(GameState.PLAYER2_GUN_LOAD)
elif anim_name == "enemey_rev_down":
last_turn = 1
end_turn()

View File

@@ -4,16 +4,12 @@ enum revolver_state {UP, DOWN, LOADING}
var state: int = revolver_state.DOWN var state: int = revolver_state.DOWN
var game_state: int 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) 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