Files
Papay-Shooter/weapons/double_barrel_shotgun.gd
T
Nicholas ButzkeandClaude Opus 5 c4bcbc7fd1 feat(ui): the first-person HUD is one thing, in the game's own hand
The reticle was five white ColorRects, pasted byte-identically into three
level runtime scripts. The vitals were two stock ProgressBars with a flat
colour override, inlined 1200 lines into the movement controller. The ammo
count — the number a shooter's player looks at most — was drawn by the LEVEL,
in a black rounded panel that shared nothing with the menus, and it had a
special case in it (`elif active_weapon is DoubleBarrelShotgun`) because that
weapon never declared a name or a capacity.

Everything that describes A PLAYER now belongs to ui/player_hud.gd, and a
level owns the level. The immediate symptom that fixed: the screen had two
ammo panels on it at once, in two different styles, overlapping in the corner.

What each piece now says, rather than merely shows:

  ui/crosshair.gd    one drawn reticle instead of five rectangles, so it can
                     BLOOM — open with speed, airtime and each shot, snap shut
                     on ADS. That is the accuracy readout of the whole game and
                     five ColorRects could not express it. Every stroke is
                     drawn twice, ink underneath, because a 2 px white line
                     disappears over pale concrete exactly when aim matters.
                     The hit confirmation is the same cross at 45 degrees, so
                     it lands where the eye already is.
  ui/vital_bar.gd    segmented, so remaining health can be COUNTED rather than
                     estimated, with a drain ghost that holds the old value for
                     a beat — the gap between fill and ghost is the size of the
                     hit, which a bar that merely gets shorter never tells you.
  ui/ability_chip.gd dash and grapple as a wipe across a chip rather than a
                     tinted JPEG with a 12 px number under it. A shape changing
                     size is readable in peripheral vision; 12 px type is not.
  chain meter        promoted out of the debug panel. Movement is this game's
                     first stated pillar and chaining is its skill expression,
                     so the count is a score, not a diagnostic.

The numerals moved OFF the bars and beside them. Text centred on a two-tone
bar cannot be given a colour that beats both the fill and the trough — that is
the 2.4:1 debug/ui_contrast_check.gd measured on the old HUD — so this fixes it
at the source rather than leaning on an outline to rescue it.

debug/hud_layout_check.gd measures where every element actually lands, which is
how three real bugs were found rather than squinted at: `set_anchors_preset`
moves the anchors and LEAVES THE OFFSETS, so the reticle spanned the viewport
with a size of exactly (0,0) and drew itself in the top-left corner; a
PRESET_CENTER applied after the ring's own `_ready` undid its centring; and a
BOX CONTAINER's own `alignment` is what pushes content to an edge, not a
SHRINK_END flag on the box, whose minimum width depends on children that may be
hidden. The ammo card was hanging off the right edge of the screen because of
the last one.

DoubleBarrelShotgun now declares `weapon_name` and `max_shells` like every
other weapon, and the four inline `2`s are gone.

spawn smoke 0 failures, 11/11 movement tests, contrast 108/108, layout PASS.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 11:51:22 -04:00

226 lines
7.2 KiB
GDScript

extends Node3D
class_name DoubleBarrelShotgun
@export var reload_time: float = 1.0
## The name and the capacity every other weapon in the set declares.
##
## This one did not, and it had "2" written inline in four places. The HUD had no
## way to ask how big a full load was, so the level's ammo panel carried a
## special case — `elif active_weapon is DoubleBarrelShotgun` — to fill in the
## name, and the capacity was simply hardcoded there as well. Anything that ever
## wanted to display this weapon had to know about it specifically.
@export var weapon_name: String = "Double Barrel"
@export var max_shells: int = 2
var shells: int = max_shells
var reloading: bool = false
var reload_timer: float = 0.0
var _vm_kick: float = 0.0
var player: CharacterBody3D
var camera: Camera3D
var muzzle_flash: OmniLight3D
var fire_sound: AudioStreamPlayer3D
var reload_sound: AudioStreamPlayer3D
var model_root: Node3D
func _ready() -> void:
set_process_input(true)
set_process(true)
_build_model()
func _build_model() -> void:
if not model_root:
model_root = Node3D.new()
add_child(model_root)
position = Vector3(0.3, -0.3, -0.690)
var model_scene = load("res://assets/weapons/double barrel/source/Double Deuce.fbx")
if model_scene:
var model = model_scene.instantiate()
model_root.add_child(model)
model.scale = Vector3(0.275, 0.275, 0.275)
model.rotation_degrees.y = 90
for light in model.find_children("*", "Light3D", true, false):
light.queue_free()
# 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)
model_root.add_child(muzzle_flash)
# Audio Players
fire_sound = AudioStreamPlayer3D.new()
fire_sound.bus = "SFX"
fire_sound.stream = AudioManager.stream_for("shotgun_fire", "res://assets/sounds/shotgun_fire.wav")
fire_sound.position = muzzle_flash.position
fire_sound.volume_db = -20.0
add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.bus = "SFX"
reload_sound.stream = AudioManager.stream_for("shotgun_reload", "res://assets/sounds/shotgun_reload.wav")
add_child(reload_sound)
func _process(delta: float) -> void:
if reloading:
reload_timer -= delta
if reload_timer <= 0.0:
shells = max_shells
reloading = false
# Big single-shot shove that springs back.
if not reloading and _vm_kick > 0.001:
_vm_kick = lerpf(_vm_kick, 0.0, 1.0 - exp(-12.0 * delta))
ViewmodelAnim.apply_kick(self, _vm_kick, 0.10)
func _input(event: InputEvent) -> void:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("fire"):
_try_fire()
elif event.is_action_released("fire"):
_try_fire()
if event.is_action_pressed("reload"):
if shells < max_shells and not reloading:
_start_reload()
func _start_reload() -> void:
reloading = true
reload_timer = reload_time
_vm_kick = 0.0
ViewmodelAnim.play_reload(self, "break", reload_time)
if reload_sound:
reload_sound.play()
## Called by WeaponManager when this weapon is holstered mid-anything.
func unequip() -> void:
ViewmodelAnim.stop(self)
_vm_kick = 0.0
func _try_fire() -> void:
if shells > 0 and not reloading:
shells -= 1
print("BANG! Shells left: ", shells)
_vm_kick = minf(_vm_kick + 1.0, 1.4)
_apply_impulse()
_shoot_hitscan()
_play_muzzle_flash()
if fire_sound:
fire_sound.play()
# Start reload timer if we just shot the LAST shell
if shells == 0:
_start_reload()
elif shells == 0 and not reloading:
# Empty click, force reload
_start_reload()
func _apply_impulse() -> void:
if not player or not camera:
return
# Get the shotgun impulse parameter from the player's movement controller
var impulse_strength = 20.0
if player.has_method("get") and "params" in player:
if player.params and "shotgun_jump_impulse" in player.params:
impulse_strength = player.params.shotgun_jump_impulse
# Impulse direction is opposite to the camera's forward direction
var push_dir = camera.global_transform.basis.z.normalized()
# Apply impulse to player velocity
var final_force = push_dir * impulse_strength
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_apply_impulse.rpc_id(1, final_force)
else:
player.apply_impulse(final_force)
## This one extends Node3D directly rather than BaseHitscanWeapon, so it needs
## its own copy. See BaseHitscanWeapon.world_muzzle(): in third person the
## viewmodel's muzzle sits inside the player's head, so world-visible effects
## have to come off the gun the character is actually holding.
func world_muzzle() -> Node3D:
if player and "third_person" in player and player.third_person \
and player.has_method("get_visual_model"):
var vis = player.get_visual_model()
if vis and vis.has_method("get_muzzle_node"):
var m: Node3D = vis.get_muzzle_node()
if m:
return m
return muzzle_flash
func _play_muzzle_flash() -> void:
if not muzzle_flash:
return
var m := world_muzzle()
ExplosionVFX.muzzle_flash(m.get_parent(), m.position)
if m is OmniLight3D:
var lit: OmniLight3D = m
lit.light_energy = 8.0
create_tween().tween_property(lit, "light_energy", 0.0, 0.1)
if m != muzzle_flash:
muzzle_flash.light_energy = 8.0
create_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 final_target = target
var result = space_state.intersect_ray(query)
if result:
final_target = result.position
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("apply_impulse"):
result.collider.apply_impulse(pellet_dir * 2.5) # Apply strong physical force for ragdoll
if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player)
elif result.collider is StaticBody3D or result.collider is CSGShape3D:
# ImpactSpawner not available in this build, skip
pass
# Cel-styled cosmetic tracer per pellet
var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position
HitscanTracer.spawn_bolt(get_tree().current_scene, visual_origin, final_target)