feat: add plasma gun weapon implementation and new pause menu system with loadout management

This commit is contained in:
DottsGit
2026-06-04 17:06:50 -04:00
parent 67bd5b4302
commit 1ccc66a601
37 changed files with 1070 additions and 0 deletions
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extends BaseProjectileWeapon
class_name NailGun
func _init() -> void:
weapon_name = "Nail Gun"
fire_rate = 0.06 # Very fast (1000 RPM)
max_ammo = 60
reload_time = 2.0
base_damage = 18.0
min_damage = 10.0
falloff_start = 20.0
max_range = 100.0
automatic = true
spread_angle = 0.02
projectile_speed = 60.0 # Fast but requires lead
projectile_gravity = 5.0 # Slight drop
func _build_model() -> void:
position = Vector3(0.3, -0.3, -0.6)
var yellow_mat = StandardMaterial3D.new()
yellow_mat.albedo_color = Color(0.8, 0.7, 0.1) # Construction yellow
var dark_mat = StandardMaterial3D.new()
dark_mat.albedo_color = Color(0.2, 0.2, 0.2)
# Body
var body = MeshInstance3D.new()
var b_mesh = BoxMesh.new()
b_mesh.size = Vector3(0.06, 0.16, 0.25)
b_mesh.material = yellow_mat
body.mesh = b_mesh
body.position = Vector3(0, 0.02, 0)
model_root.add_child(body)
# Handle
var handle = MeshInstance3D.new()
var h_mesh = BoxMesh.new()
h_mesh.size = Vector3(0.04, 0.1, 0.04)
h_mesh.material = dark_mat
handle.mesh = h_mesh
handle.position = Vector3(0, -0.1, 0.05)
model_root.add_child(handle)
# Mag (Nail Drum)
var drum = MeshInstance3D.new()
var d_mesh = CylinderMesh.new()
d_mesh.top_radius = 0.05
d_mesh.bottom_radius = 0.05
d_mesh.height = 0.1
d_mesh.material = dark_mat
drum.mesh = d_mesh
drum.rotation.z = deg_to_rad(90)
drum.position = Vector3(0, -0.06, -0.05)
model_root.add_child(drum)
# Barrel
var barrel = MeshInstance3D.new()
var bar_mesh = CylinderMesh.new()
bar_mesh.top_radius = 0.01
bar_mesh.bottom_radius = 0.01
bar_mesh.height = 0.15
bar_mesh.material = dark_mat
barrel.mesh = bar_mesh
barrel.rotation.x = deg_to_rad(90)
barrel.position = Vector3(0, 0.05, -0.2)
model_root.add_child(barrel)
# Muzzle Flash (Sparks)
muzzle_flash = OmniLight3D.new()
muzzle_flash.light_color = Color(1.0, 0.9, 0.6)
muzzle_flash.light_energy = 0.0
muzzle_flash.omni_range = 3.0
muzzle_flash.position = Vector3(0, 0.05, -0.3)
model_root.add_child(muzzle_flash)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/nailgun_fire.wav")
fire_sound.position = muzzle_flash.position
fire_sound.volume_db = -5.0
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
model_root.add_child(reload_sound)
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/projectile.gd").new()
# Give it a nail/spike mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.01
p_mesh.height = 0.1
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.7, 0.7, 0.7) # Shiny metal
mat.metallic = 1.0
mat.roughness = 0.3
p_mesh.material = mat
mesh_instance.mesh = p_mesh
# Rotate it so it points forward
mesh_instance.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_instance)
# Projectile rotation so it faces velocity
# (Basis looking towards fire_dir)
var up = Vector3.UP
if abs(fire_dir.dot(up)) > 0.99:
up = Vector3.RIGHT
proj.transform.basis = Basis.looking_at(fire_dir, up)
proj.global_position = muzzle_flash.global_position if muzzle_flash else origin
proj.velocity = fire_dir * projectile_speed
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = projectile_gravity
proj.owner_player = player
# Spawn in the world
get_tree().current_scene.add_child(proj)