feat: implement damage dummy system, floating UI numbers, and double-barrel shotgun mechanics

This commit is contained in:
DottsGit
2026-06-04 13:15:26 -04:00
parent d8cb91e593
commit a8b3619f2e
7 changed files with 206 additions and 0 deletions
+58
View File
@@ -9,6 +9,7 @@ var reload_timer: float = 0.0
var player: CharacterBody3D
var camera: Camera3D
var muzzle_flash: OmniLight3D
func _ready() -> void:
set_process_input(true)
@@ -52,6 +53,14 @@ func _build_model() -> void:
barrel_r.rotation.x = deg_to_rad(90)
barrel_r.position = Vector3(0.04, 0.03, -0.1)
add_child(barrel_r)
# Muzzle Flash Light
muzzle_flash = OmniLight3D.new()
muzzle_flash.light_color = Color(1.0, 0.8, 0.3)
muzzle_flash.light_energy = 0.0
muzzle_flash.omni_range = 4.0
muzzle_flash.position = Vector3(0, 0.03, -0.45)
add_child(muzzle_flash)
func _process(delta: float) -> void:
if reloading:
@@ -86,6 +95,8 @@ func _try_fire() -> void:
shells -= 1
print("BANG! Shells left: ", shells)
_apply_impulse()
_shoot_hitscan()
_play_muzzle_flash()
# Start reload timer if we just shot the LAST shell
if shells == 0:
@@ -117,3 +128,50 @@ func _apply_impulse() -> void:
if push_dir.y > 0:
# Just slightly lift the player to break floor contact immediately
player.position.y += 0.05
func _play_muzzle_flash() -> void:
if muzzle_flash:
muzzle_flash.light_energy = 8.0
var tween = create_tween()
tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
func _shoot_hitscan() -> void:
if not camera: return
var space_state = camera.get_world_3d().direct_space_state
var origin = camera.global_position
var forward = -camera.global_transform.basis.z.normalized()
var right = camera.global_transform.basis.x.normalized()
var up = camera.global_transform.basis.y.normalized()
var num_pellets = 12
var max_range = 50.0
var base_dmg = 15.0
var min_dmg = 3.0
var falloff_start = 8.0
var spread_angle = 0.08 # Radians
for i in range(num_pellets):
# Random spread inside cone
var r = sqrt(randf()) * spread_angle
var theta = randf() * PI * 2.0
var offset_dir = (right * cos(theta) + up * sin(theta)) * r
var pellet_dir = (forward + offset_dir).normalized()
var target = origin + pellet_dir * max_range
var query = PhysicsRayQueryParameters3D.create(origin, target)
if player:
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
var hit_dist = origin.distance_to(result.position)
var damage = base_dmg
if hit_dist > falloff_start:
var falloff_factor = clampf((hit_dist - falloff_start) / (max_range - falloff_start), 0.0, 1.0)
damage = lerpf(base_dmg, min_dmg, falloff_factor)
if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player)