Feat/2 weapons foundation #6

Merged
Dotts merged 30 commits from feat/2-weapons-foundation into main 2026-06-04 22:22:16 -07:00
4 changed files with 89 additions and 0 deletions
Showing only changes of commit ea96b41287 - Show all commits
+33
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@@ -130,6 +130,7 @@ func _shoot_hitscan() -> void:
var hits_remaining = penetration_count + 1 var hits_remaining = penetration_count + 1
var current_damage_mult = 1.0 var current_damage_mult = 1.0
var final_target = target
while hits_remaining > 0: while hits_remaining > 0:
var result = space_state.intersect_ray(query) var result = space_state.intersect_ray(query)
@@ -156,3 +157,35 @@ func _shoot_hitscan() -> void:
hits_remaining -= 1 hits_remaining -= 1
current_damage_mult *= penetration_damage_penalty current_damage_mult *= penetration_damage_penalty
final_target = result.position
# Spawn cosmetic tracer
var tracer = Node3D.new()
tracer.set_script(load("res://weapons/hitscan_tracer.gd"))
var t_mesh_inst = MeshInstance3D.new()
var t_mesh = CapsuleMesh.new()
t_mesh.radius = 0.02
t_mesh.height = 1.0
var t_mat = StandardMaterial3D.new()
t_mat.albedo_color = Color(1.0, 0.8, 0.2) # Yellow-orange tracer
t_mat.emission_enabled = true
t_mat.emission = Color(2.0, 1.5, 0.5)
t_mesh.material = t_mat
t_mesh_inst.mesh = t_mesh
t_mesh_inst.rotation.x = deg_to_rad(90) # Orient capsule along Z axis
t_mesh_inst.position = Vector3(0, 0, -0.5) # Shift it half a meter forward so the tail is at the origin
tracer.add_child(t_mesh_inst)
tracer.target_position = final_target
var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position # Spawn from the barrel tip
if visual_origin.distance_squared_to(final_target) > 0.1:
get_tree().current_scene.add_child(tracer)
tracer.global_position = visual_origin
var up_vec = Vector3.UP
if abs((final_target - visual_origin).normalized().dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
tracer.look_at(final_target, up_vec)
+33
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@@ -182,8 +182,10 @@ func _shoot_hitscan() -> void:
if player: if player:
query.exclude = [player.get_rid()] query.exclude = [player.get_rid()]
var final_target = target
var result = space_state.intersect_ray(query) var result = space_state.intersect_ray(query)
if result: if result:
final_target = result.position
var hit_dist = origin.distance_to(result.position) var hit_dist = origin.distance_to(result.position)
var damage = base_dmg var damage = base_dmg
@@ -193,3 +195,34 @@ func _shoot_hitscan() -> void:
if result.collider.has_method("take_damage"): if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player) result.collider.take_damage(damage, result.position, player)
# Spawn cosmetic tracer
var tracer = Node3D.new()
tracer.set_script(load("res://weapons/hitscan_tracer.gd"))
var t_mesh_inst = MeshInstance3D.new()
var t_mesh = CapsuleMesh.new()
t_mesh.radius = 0.02
t_mesh.height = 1.0
var t_mat = StandardMaterial3D.new()
t_mat.albedo_color = Color(1.0, 0.8, 0.2)
t_mat.emission_enabled = true
t_mat.emission = Color(2.0, 1.5, 0.5)
t_mesh.material = t_mat
t_mesh_inst.mesh = t_mesh
t_mesh_inst.rotation.x = deg_to_rad(90)
t_mesh_inst.position = Vector3(0, 0, -0.5)
tracer.add_child(t_mesh_inst)
tracer.target_position = final_target
var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position
if visual_origin.distance_squared_to(final_target) > 0.1:
get_tree().current_scene.add_child(tracer)
tracer.global_position = visual_origin
var up_vec = Vector3.UP
if abs((final_target - visual_origin).normalized().dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
tracer.look_at(final_target, up_vec)
+22
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@@ -0,0 +1,22 @@
extends Node3D
class_name HitscanTracer
var speed: float = 300.0 # Extremely fast
var target_position: Vector3
var distance_traveled: float = 0.0
var max_distance: float = 0.0
func _ready() -> void:
max_distance = global_position.distance_to(target_position)
if max_distance < 0.1:
queue_free()
func _physics_process(delta: float) -> void:
var move_dist = speed * delta
distance_traveled += move_dist
if distance_traveled >= max_distance:
# Reached target
queue_free()
else:
global_position += -global_transform.basis.z * move_dist
+1
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@@ -0,0 +1 @@
uid://df1jms63ejdnl