Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md): - Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer mixes): distinct fire sounds per weapon with 2-3 variations, explosions, footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms, bullet impacts, reload, flight loops, UI hover/click/confirm/error, match jingles, menu music - AudioManager.stream_for(): AudioStreamRandomizer per sound id — every weapon now gets variation + pitch randomization on each shot - Explosions and bullet impacts play positional audio; landing has its own sound instead of a pitched footstep; ambient wind bed on every map Visuals: - ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink shockwave ring, star spikes, flat smoke puffs) replaces the orange sphere in both local and remote-replay paths - Comic star muzzle flashes on all weapons; unified cel tracer bolts with ink outlines across hitscan/shotgun/remote paths - Impact decals: hard-stepped ink-splat gradients instead of soft airbrush - Toon shading on first-person view models + arms, third-person weapons, and the procedural humanoid fallback (no hull outlines on FBX weapons — their hard normals tear the inverted hull) - Fix: giant soft "blob" highlight on floors — toon rim/specular disabled on level-geometry materials (pre-existing artifact since the cel commit) - Fix: own third-person weapon rendered into the first-person camera (shadows-only now covers first_person_mode) UI: - UITheme: comic theme on the root window — Bangers display font (OFL), paper panels with thick ink borders + hard drop shadows, papaya accent, themed buttons/inputs/popups; hover/click sounds on all menu buttons - Main menu: tilted comic wordmark, sunset toon diorama, looping menu music - Match HUD: themed scoreboard/killfeed/kill counter Viewports: - 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines) - Viewmodel camera near plane 0.01; third-person camera FOV syncs settings - debug/visual_capture.gd: dev tool to screenshot menu + level for review Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after screenshot comparison of menu and level. Co-Authored-By: Claude Fable 5 <[email protected]>
91 lines
2.8 KiB
GDScript
91 lines
2.8 KiB
GDScript
extends BaseProjectileWeapon
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class_name RocketLauncher
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func _init() -> void:
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weapon_name = "Rocket Launcher"
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fire_rate = 1.0 # Moderate, but you only have 1 in the chamber anyway
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max_ammo = 1
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reload_time = 2.5 # Extremely long reload time
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base_damage = 120.0 # High damage
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min_damage = 120.0
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falloff_start = 0.0
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max_range = 300.0
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automatic = false
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spread_angle = 0.0
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projectile_speed = 35.0 # Moderate speed
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projectile_gravity = 0.0 # Flies straight
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func _build_model() -> void:
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position = Vector3(0.4, -0.4, -0.945)
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var model_scene = load("res://assets/weapons/rocket launcher/source/Law72.fbx")
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if model_scene:
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var model = model_scene.instantiate()
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model_root.add_child(model)
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model.scale = Vector3(0.25, 0.25, 0.25)
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model.rotation_degrees.y = 90
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for light in model.find_children("*", "Light3D", true, false):
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light.queue_free()
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# Muzzle Flash
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muzzle_flash = OmniLight3D.new()
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muzzle_flash.light_color = Color(1.0, 0.6, 0.2)
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muzzle_flash.light_energy = 0.0
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muzzle_flash.omni_range = 5.0
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muzzle_flash.position = Vector3(0, 0, -0.4)
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model_root.add_child(muzzle_flash)
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = AudioManager.stream_for("rocket_fire", "res://assets/sounds/rocket_fire.wav")
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = AudioManager.stream_for("shotgun_reload", "res://assets/sounds/shotgun_reload.wav")
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model_root.add_child(reload_sound)
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func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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var proj = load("res://weapons/explosive_projectile.gd").new()
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# Mesh
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var mesh_instance = MeshInstance3D.new()
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var p_mesh = CylinderMesh.new()
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p_mesh.top_radius = 0.0
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p_mesh.bottom_radius = 0.05
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p_mesh.height = 0.2
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(0.8, 0.2, 0.2) # Red rocket
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p_mesh.material = mat
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mesh_instance.mesh = p_mesh
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mesh_instance.rotation.x = deg_to_rad(-90)
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proj.add_child(mesh_instance)
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# Rotation
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var up_vec = Vector3.UP
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if abs(fire_dir.dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
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# Logic
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proj.position = muzzle_flash.global_position if muzzle_flash else origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * max(0.0, player.velocity.dot(fire_dir))
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.max_range = max_range
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proj.drop_gravity = projectile_gravity
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proj.owner_player = player
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# Explosive stats
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proj.explosion_radius = 4.0 # Moderate AoE
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proj.explosion_knockback = 45.0 # Strong knockback!
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proj.can_self_damage = false # As requested
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proj.explosion_pitch = 0.7 # Fairly deep
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get_tree().current_scene.add_child(proj)
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