feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports

This commit is contained in:
DottsGit
2026-06-07 18:23:47 -04:00
parent c9f082ebba
commit 4bb867a6f2
50 changed files with 5372 additions and 437 deletions
+16 -16
View File
@@ -17,22 +17,22 @@ func _init() -> void:
projectile_gravity = 15.0 # Heavy drop
func _build_model() -> void:
position = Vector3(0.3, -0.4, -0.5)
var mat_olive = StandardMaterial3D.new()
mat_olive.albedo_color = Color(0.2, 0.3, 0.1)
# Thick short tube
var body = MeshInstance3D.new()
var b_mesh = CylinderMesh.new()
b_mesh.top_radius = 0.12
b_mesh.bottom_radius = 0.12
b_mesh.height = 0.5
b_mesh.material = mat_olive
body.mesh = b_mesh
body.rotation.x = deg_to_rad(90)
model_root.add_child(body)
position = Vector3(0.5, -0.4, -0.8)
var model_scene = load("res://assets/weapons/mortar/source/scene.gltf")
if model_scene:
var model = model_scene.instantiate()
model_root.add_child(model)
model.scale = Vector3(0.0025, 0.0025, 0.0025)
model.rotation_degrees.y = -90
model.position.y -= 0.2
# Aggressively strip any rogue nodes from the GLTF that could ruin the scene
for node in model.find_children("*", "", true, false):
if node is Light3D or node is Camera3D or node is WorldEnvironment or node is ReflectionProbe:
if node is Node3D: node.visible = false
node.queue_free()
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.bus = "SFX"