9 Commits
2.5 ... 2.5.1

Author SHA1 Message Date
28becd88c2 Set default values for crouch and sprint in the script 2024-07-02 08:56:27 -07:00
Zakarya
1f9bbd73b3 Merge pull request #20 from Phlegmlee/main
Removed hardcoded lines (causing the sprint and crouch bug) from Character.tscn
2024-07-02 08:55:18 -07:00
Tanner
4c0152e688 Merge branch 'ColormaticStudios:main' into main 2024-07-01 22:04:16 -06:00
Tanner
2d654f7600 Remove hard coded lines
Removed the hard coded lines that were causing the sprint and crouch variables to initialize to lowercase "crouch" and "sprint" instead of user specified values in the script.
2024-07-01 22:03:30 -06:00
6257f07766 Add a comment for check_controls 2024-07-01 19:52:49 -07:00
Zakarya
6a6de243dd Merge pull request #19 from Phlegmlee/main
Removed a stray word in the pause error message.
2024-07-01 19:47:09 -07:00
Tanner
669c951a81 Remove stray word in error message
Removed the word "move" from the error statement referring to the action PAUSE.
2024-07-01 19:55:15 -06:00
c64deaa27a Remove an accidental printf debug
I had added this here to find out why the  headbob animation reset
without any smoothing, but didn't realize it was there in the latest
commit.
2024-07-01 17:15:56 -07:00
be0001e554 Reset a RESET value, attempt to fix a camera bug 2024-06-21 00:11:36 -07:00
3 changed files with 7 additions and 47 deletions

View File

@ -36,8 +36,8 @@ extends CharacterBody3D
@export var FORWARD : String = "ui_up" @export var FORWARD : String = "ui_up"
@export var BACKWARD : String = "ui_down" @export var BACKWARD : String = "ui_down"
@export var PAUSE : String = "ui_cancel" @export var PAUSE : String = "ui_cancel"
@export var CROUCH : String @export var CROUCH : String = "crouch"
@export var SPRINT : String @export var SPRINT : String = "sprint"
# Uncomment if you want full controller support # Uncomment if you want full controller support
#@export var LOOK_LEFT : String #@export var LOOK_LEFT : String
@ -96,6 +96,7 @@ func _ready():
check_controls() check_controls()
func check_controls(): # If you add a control, you might want to add a check for it here. func check_controls(): # If you add a control, you might want to add a check for it here.
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
if !InputMap.has_action(JUMP): if !InputMap.has_action(JUMP):
push_error("No control mapped for jumping. Please add an input map control. Disabling jump.") push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
jumping_enabled = false jumping_enabled = false
@ -112,7 +113,7 @@ func check_controls(): # If you add a control, you might want to add a check for
push_error("No control mapped for move backward. Please add an input map control. Disabling movement.") push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
immobile = true immobile = true
if !InputMap.has_action(PAUSE): if !InputMap.has_action(PAUSE):
push_error("No control mapped for move pause. Please add an input map control. Disabling pausing.") push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
pausing_enabled = false pausing_enabled = false
if !InputMap.has_action(CROUCH): if !InputMap.has_action(CROUCH):
push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.") push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
@ -313,9 +314,9 @@ func headbob_animation(moving):
# This code is extremely performant but it makes no sense. # This code is extremely performant but it makes no sense.
else: else:
if HEADBOB_ANIMATION.is_playing(): if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
HEADBOB_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.speed_scale = 1 HEADBOB_ANIMATION.speed_scale = 1
HEADBOB_ANIMATION.play("RESET", 1)
func _process(delta): func _process(delta):

View File

@ -174,17 +174,6 @@ tracks/1/keys = {
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0), "points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0) "times": PackedFloat32Array(0)
} }
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0)
}
[sub_resource type="Animation" id="Animation_8ku67"] [sub_resource type="Animation" id="Animation_8ku67"]
resource_name = "sprint" resource_name = "sprint"
@ -212,17 +201,6 @@ tracks/1/keys = {
"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0), "points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2) "times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
} }
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="Animation" id="Animation_lrqmv"] [sub_resource type="Animation" id="Animation_lrqmv"]
resource_name = "walk" resource_name = "walk"
@ -250,17 +228,6 @@ tracks/1/keys = {
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0), "points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2) "times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
} }
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
_data = { _data = {
@ -281,7 +248,7 @@ tracks/0/keys = {
"times": PackedFloat32Array(0), "times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1), "transitions": PackedFloat32Array(1),
"update": 0, "update": 0,
"values": [Vector3(0.0349066, 0, 0)] "values": [Vector3(0, 0, 0)]
} }
tracks/1/type = "value" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
@ -393,8 +360,6 @@ HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
JUMP_ANIMATION = NodePath("Head/JumpAnimation") JUMP_ANIMATION = NodePath("Head/JumpAnimation")
CROUCH_ANIMATION = NodePath("CrouchAnimation") CROUCH_ANIMATION = NodePath("CrouchAnimation")
COLLISION_MESH = NodePath("Collision") COLLISION_MESH = NodePath("Collision")
CROUCH = "crouch"
SPRINT = "sprint"
[node name="Mesh" type="MeshInstance3D" parent="."] [node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
@ -413,7 +378,6 @@ libraries = {
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Camera" type="Camera3D" parent="Head"] [node name="Camera" type="Camera3D" parent="Head"]
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"] [node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
libraries = { libraries = {

View File

@ -65,9 +65,6 @@ uv1_triplanar_sharpness = 0.000850145
[node name="Character" parent="." instance=ExtResource("1_e18vq")] [node name="Character" parent="." instance=ExtResource("1_e18vq")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="Camera" parent="Character/Head" index="0"]
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_20rw3") environment = SubResource("Environment_20rw3")
@ -107,5 +104,3 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 3, -15.5)
use_collision = true use_collision = true
size = Vector3(19, 8, 1) size = Vector3(19, 8, 1)
material = SubResource("StandardMaterial3D_7j4uu") material = SubResource("StandardMaterial3D_7j4uu")
[editable path="Character"]