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49 changed files with 61 additions and 1382 deletions

12
.gitignore vendored
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@ -6,15 +6,9 @@
config.log
.sconf_temp
# build artifacts
*.o
compile_commands.json
engine/.github
project/.godot
build/wave_survival.pck
build/wave_survival.x86_64
build/wave_survival.exe
build/PROJECT.pck
build/PROJECT.x86_64
build/PROJECT.exe
build.zip
# general-purpose cache folder (used by e.g clangd)
.cache

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1
engine

@ -1 +0,0 @@
Subproject commit c6d130abd9188f313e6701d01a0ddd6ea32166a0

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@ -1,46 +1,34 @@
set export
BUILD_NAME := "wave_survival"
BUILD_NAME := "change_me"
build: format
# Compiling Editor
cd engine/ && scons target=editor symbols=yes optimization=debug dev_build=yes linker=mold use_llvm=yes compiledb=yes custom_modules="../modules"
release_template_path_linux := `realpath engine/bin/godot.linuxbsd.template_release.x86_64.llvm`
release_template_path_windows := `realpath engine/bin/godot.windows.template_release.x86_64.llvm`
build:
cd engine/ && scons target=editor symbols=yes optimization=debug dev_build=yes linker=mold use_llvm=yes compiledb=yes
run: build
# Running Editor
engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --editor --path project
release-linux: build
# Compiling Linux Release
cd engine/ && scons platform=linuxbsd target=template_release arch=x86_64 linker=mold use_llvm=yes compiledb=yes custom_modules="../modules"
# Preparing Build Environment
sed -i "s!templatepath!{{`realpath engine/bin/godot.linuxbsd.template_release.x86_64.llvm`}}!" project/export_presets.cfg
sed -i "s!{path}!{{release_template_path_linux}}!" project/export_presets.cfg
rm -rf build && mkdir build
engine/bin/godot.*.editor.dev.*.llvm --headless --export-release "Linux" project/project.godot && zip build.zip build/*
# Resetting Build Environment
touch build/.gitkeep
sed -i "s!{{`realpath engine/bin/godot.linuxbsd.template_release.x86_64.llvm`}}!templatepath!" project/export_presets.cfg
# Completed Linux Release Build
sed -i "s!{{release_template_path_linux}}!{path}!" project/export_presets.cfg
release-windows: build
# Compiling Windows Release
cd engine/ && scons platform=windows target=template_release arch=x86_64 linker=mold use_llvm=yes compiledb=yes custom_modules="../modules"
# Preparing Build Environment
sed -i "s!templatepath!{{`realpath engine/bin/godot.windows.template_release.x86_64.llvm`}}!" project/export_presets.cfg
sed -i "s!{path}!{{release_template_path_windows}}!" project/export_presets.cfg
rm -rf build && mkdir build
engine/bin/godot.*.editor.dev.*.llvm --headless --export-release "Windows" project/project.godot && zip build.zip build/*
# Resetting Build Environment
touch build/.gitkeep
sed -i "s!{{`realpath engine/bin/godot.windows.template_release.x86_64.llvm`}}!templatepath!" project/export_presets.cfg
# Completed Windows Release Build
sed -i "s!{{release_template_path_windows}}!{path}!" project/export_presets.cfg
initialize-template projectname:
# Initializing Template {{projectname}}
sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore
sed "s/change_me/{{projectname}}/" ./justfile
mv ./modules/PROJECT ./modules/{{projectname}}
# Done Initializing, you will still have to update BUILD_NAME in your justfile
format:
# Formatting Custom Modules
clang-format -i $(find modules/ -iname '*.h' -o -iname '*.c' -o -iname '*.hpp' -o -iname '*.cpp' -o -iname '*.hxx' -o -iname '*.cxx')

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@ -1,238 +0,0 @@
# Commented out parameters are those with the same value as base LLVM style.
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 17.0.6).
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
# AlignArrayOfStructures: None
# AlignConsecutiveAssignments:
# Enabled: false
# AcrossEmptyLines: false
# AcrossComments: false
# AlignCompound: false
# PadOperators: true
# AlignConsecutiveBitFields:
# Enabled: false
# AcrossEmptyLines: false
# AcrossComments: false
# AlignCompound: false
# PadOperators: false
# AlignConsecutiveDeclarations:
# Enabled: false
# AcrossEmptyLines: false
# AcrossComments: false
# AlignCompound: false
# PadOperators: false
# AlignConsecutiveMacros:
# Enabled: false
# AcrossEmptyLines: false
# AcrossComments: false
# AlignCompound: false
# PadOperators: false
# AlignConsecutiveShortCaseStatements:
# Enabled: false
# AcrossEmptyLines: false
# AcrossComments: false
# AlignCaseColons: false
# AlignEscapedNewlines: Right
AlignOperands: DontAlign
AlignTrailingComments:
Kind: Never
OverEmptyLines: 0
# AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortBlocksOnASingleLine: Never
# AllowShortCaseLabelsOnASingleLine: false
# AllowShortEnumsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Inline
# AllowShortIfStatementsOnASingleLine: Never
# AllowShortLambdasOnASingleLine: All
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
# AlwaysBreakBeforeMultilineStrings: false
# AlwaysBreakTemplateDeclarations: MultiLine
# AttributeMacros:
# - __capability
# BinPackArguments: true
# BinPackParameters: true
# BitFieldColonSpacing: Both
# BraceWrapping:
# AfterCaseLabel: false
# AfterClass: false
# AfterControlStatement: Never
# AfterEnum: false
# AfterFunction: false
# AfterNamespace: false
# AfterObjCDeclaration: false
# AfterStruct: false
# AfterUnion: false
# AfterExternBlock: false
# BeforeCatch: false
# BeforeElse: false
# BeforeLambdaBody: false
# BeforeWhile: false
# IndentBraces: false
# SplitEmptyFunction: true
# SplitEmptyRecord: true
# SplitEmptyNamespace: true
# BreakAfterAttributes: Never
# BreakAfterJavaFieldAnnotations: false
# BreakArrays: true
# BreakBeforeBinaryOperators: None
# BreakBeforeBraces: Attach
# BreakBeforeConceptDeclarations: Always
# BreakBeforeInlineASMColon: OnlyMultiline
# BreakBeforeTernaryOperators: true
BreakConstructorInitializers: AfterColon
# BreakInheritanceList: BeforeColon
# BreakStringLiterals: true
ColumnLimit: 0
# CommentPragmas: "^ IWYU pragma:"
# CompactNamespaces: false
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
# DerivePointerAlignment: false
# DisableFormat: false
# EmptyLineAfterAccessModifier: Never
# EmptyLineBeforeAccessModifier: LogicalBlock
# ExperimentalAutoDetectBinPacking: false
# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IfMacros:
# - KJ_IF_MAYBE
# IncludeBlocks: Preserve
IncludeCategories:
- Regex: ^".*"$
Priority: 1
- Regex: ^<.*\.h>$
Priority: 2
- Regex: ^<.*>$
Priority: 3
# IncludeIsMainRegex: (Test)?$
# IncludeIsMainSourceRegex: ""
# IndentAccessModifiers: false
# IndentCaseBlocks: false
IndentCaseLabels: true
# IndentExternBlock: AfterExternBlock
# IndentGotoLabels: true
# IndentPPDirectives: None
# IndentRequiresClause: true
IndentWidth: 4
# IndentWrappedFunctionNames: false
InsertBraces: true
# InsertNewlineAtEOF: false
# InsertTrailingCommas: None
# IntegerLiteralSeparator:
# Binary: 0
# BinaryMinDigits: 0
# Decimal: 0
# DecimalMinDigits: 0
# Hex: 0
# HexMinDigits: 0
JavaImportGroups:
- org.godotengine
- android
- androidx
- com.android
- com.google
- java
- javax
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
# KeepEmptyLinesAtEOF: false
KeepEmptyLinesAtTheStartOfBlocks: false
# LambdaBodyIndentation: Signature
# Language: Cpp
# LineEnding: DeriveLF
# MacroBlockBegin: ""
# MacroBlockEnd: ""
# MaxEmptyLinesToKeep: 1
# NamespaceIndentation: None
# ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 4
# ObjCBreakBeforeNestedBlockParam: true
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
# PPIndentWidth: -1
PackConstructorInitializers: NextLine
# PenaltyBreakAssignment: 2
# PenaltyBreakBeforeFirstCallParameter: 19
# PenaltyBreakComment: 300
# PenaltyBreakFirstLessLess: 120
# PenaltyBreakOpenParenthesis: 0
# PenaltyBreakString: 1000
# PenaltyBreakTemplateDeclaration: 10
# PenaltyExcessCharacter: 1000000
# PenaltyIndentedWhitespace: 0
# PenaltyReturnTypeOnItsOwnLine: 60
# PointerAlignment: Right
# QualifierAlignment: Leave
# ReferenceAlignment: Pointer
# ReflowComments: true
# RemoveBracesLLVM: false
# RemoveParentheses: Leave
RemoveSemicolon: true
# RequiresClausePosition: OwnLine
# RequiresExpressionIndentation: OuterScope
# SeparateDefinitionBlocks: Leave
# ShortNamespaceLines: 1
# SortIncludes: CaseSensitive
# SortJavaStaticImport: Before
# SortUsingDeclarations: LexicographicNumeric
# SpaceAfterCStyleCast: false
# SpaceAfterLogicalNot: false
# SpaceAfterTemplateKeyword: true
# SpaceAroundPointerQualifiers: Default
# SpaceBeforeAssignmentOperators: true
# SpaceBeforeCaseColon: false
# SpaceBeforeCpp11BracedList: false
# SpaceBeforeCtorInitializerColon: true
# SpaceBeforeInheritanceColon: true
# SpaceBeforeJsonColon: false
# SpaceBeforeParens: ControlStatements
# SpaceBeforeParensOptions:
# AfterControlStatements: true
# AfterForeachMacros: true
# AfterFunctionDeclarationName: false
# AfterFunctionDefinitionName: false
# AfterIfMacros: true
# AfterOverloadedOperator: false
# AfterRequiresInClause: false
# AfterRequiresInExpression: false
# BeforeNonEmptyParentheses: false
# SpaceBeforeRangeBasedForLoopColon: true
# SpaceBeforeSquareBrackets: false
# SpaceInEmptyBlock: false
# SpacesBeforeTrailingComments: 1
# SpacesInAngles: Never
# SpacesInContainerLiterals: true
SpacesInLineCommentPrefix:
Minimum: 0 # We want a minimum of 1 for comments, but allow 0 for disabled code.
Maximum: -1
# SpacesInParens: Never
# SpacesInParensOptions:
# InConditionalStatements: false
# InCStyleCasts: false
# InEmptyParentheses: false
# Other: false
# SpacesInSquareBrackets: false
Standard: c++20
# StatementAttributeLikeMacros:
# - Q_EMIT
# StatementMacros:
# - Q_UNUSED
# - QT_REQUIRE_VERSION
TabWidth: 4
UseTab: Always
# VerilogBreakBetweenInstancePorts: true
# WhitespaceSensitiveMacros:
# - BOOST_PP_STRINGIZE
# - CF_SWIFT_NAME
# - NS_SWIFT_NAME
# - PP_STRINGIZE
# - STRINGIZE

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@ -1,4 +1,3 @@
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")
env.add_source_files(env.modules_sources, "weapons/*.cpp")

16
modules/PROJECT/macros.h Normal file
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@ -0,0 +1,16 @@
#ifndef GODOT_EXTRA_MACROS_H
#define GODOT_EXTRA_MACROS_H
#define BIND_GET_SET(m_property)\
ClassDB::bind_method(D_METHOD("set_" #m_property, #m_property), &self_type::set_##m_property);\
ClassDB::bind_method(D_METHOD("get_" #m_property), &self_type::get_##m_property)
#define BIND_HPROPERTY(m_type, m_property, ...)\
BIND_GET_SET(m_property);\
ADD_PROPERTY(PropertyInfo(m_type, #m_property, __VA_ARGS__), "set_" #m_property, "get_" #m_property)
#define BIND_PROPERTY(m_type, m_property)\
BIND_GET_SET(m_property);\
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, "get_" #m_property)
#endif // !GODOT_EXTRA_MACROS_H

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@ -0,0 +1,15 @@
#include "register_types.h"
#include "core/object/class_db.h"
void initialize_PROJECT_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
void uninitialize_PROJECT_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}

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@ -0,0 +1,9 @@
#ifndef PROJECT_REGISTER_TYPES_H
#define PROJECT_REGISTER_TYPES_H
#include "modules/register_module_types.h"
void initialize_PROJECT_module(ModuleInitializationLevel p_level);
void uninitialize_PROJECT_module(ModuleInitializationLevel p_level);
#endif // !PROJECT_REGISTER_TYPES_H

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@ -1,27 +0,0 @@
#ifndef GODOT_EXTRA_MACROS_H
#define GODOT_EXTRA_MACROS_H
#define BIND_GET_SET(m_property) \
ClassDB::bind_method(D_METHOD("set_" #m_property, #m_property), \
&self_type::set_##m_property); \
ClassDB::bind_method(D_METHOD("get_" #m_property), \
&self_type::get_##m_property)
#define BIND_HPROPERTY(m_type, m_property, ...) \
BIND_GET_SET(m_property); \
ADD_PROPERTY(PropertyInfo(m_type, #m_property, __VA_ARGS__), \
"set_" #m_property, "get_" #m_property)
#define BIND_PROPERTY(m_type, m_property) \
BIND_GET_SET(m_property); \
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
"get_" #m_property)
#define GETSET(m_value, m_block) \
{ \
auto m_value{ get_##m_value() }; \
m_block \
set_##m_value(m_value); \
}
#endif // !GODOT_EXTRA_MACROS_H

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@ -1,89 +0,0 @@
#include "player_body.h"
#include "macros.h"
#include "player_input.h"
PlayerBody *PlayerBody::singleton_instance{ nullptr };
void PlayerBody::_bind_methods() {
}
void PlayerBody::ready() {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::sig_movement_input, callable_mp(this, &self_type::set_movement_input));
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
}
void PlayerBody::process(double delta) {
}
void PlayerBody::physics_process(double delta) {
GETSET(velocity, {
Vector2 input{ this->movement_input.normalized() };
if (get_is_running()) {
input.y *= this->run_speed;
input.x *= this->walk_speed;
} else {
input *= this->walk_speed;
}
velocity = velocity.move_toward(Vector3{ input.y * get_global_basis().get_column(2) + input.x * get_global_basis().get_column(0) } + Vector3{ 0.f, velocity.y, 0.f }, delta * this->acceleration);
velocity += get_gravity() * delta;
});
move_and_slide();
}
void PlayerBody::set_movement_input(Vector2 state) {
this->movement_input = state;
}
void PlayerBody::on_look_input(Vector2 look) {
rotate_y(look.x);
}
void PlayerBody::on_jump_input() {
if (this->is_on_floor()) {
GETSET(velocity, {
velocity.y = this->jump_strength;
});
}
}
void PlayerBody::on_run_input(bool run) {
this->try_running = run;
}
void PlayerBody::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return; // don't run in editor
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
singleton_instance = this;
return;
case NOTIFICATION_EXIT_TREE:
singleton_instance = nullptr;
return;
case NOTIFICATION_READY:
set_process(true);
set_physics_process(true);
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
return;
case NOTIFICATION_PHYSICS_PROCESS:
physics_process(get_physics_process_delta_time());
return;
}
}
PlayerBody *PlayerBody::get_singleton() {
return singleton_instance;
}
bool PlayerBody::get_is_running() const {
return this->try_running && this->movement_input.y > 0.f;
}

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@ -1,37 +0,0 @@
#ifndef PLAYER_BODY_H
#define PLAYER_BODY_H
#include "scene/3d/physics/character_body_3d.h"
class PlayerBody : public CharacterBody3D {
GDCLASS(PlayerBody, CharacterBody3D);
static void _bind_methods();
static PlayerBody *singleton_instance;
private:
void ready();
void process(double delta);
void physics_process(double delta);
void set_movement_input(Vector2 state);
void on_look_input(Vector2 look);
void on_jump_input();
void on_run_input(bool run);
protected:
void _notification(int what);
public:
static PlayerBody *get_singleton();
bool get_is_running() const;
private:
bool try_running{ false };
float walk_speed{ 7.f };
float run_speed{ 10.f };
float acceleration{ 40.f };
float jump_strength{ 3.5f };
Vector2 movement_input{};
};
#endif // !PLAYER_BODY_H

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@ -1,38 +0,0 @@
#include "player_camera.h"
#include "macros.h"
#include "player_input.h"
void PlayerCamera::_bind_methods() {
}
void PlayerCamera::on_look_input(Vector2 input) {
GETSET(rotation, {
rotation.x = CLAMP(rotation.x + input.y, -Math::PI / 2.0, Math::PI / 2.0);
});
}
void PlayerCamera::update_fov() {
if (!Engine::get_singleton()->is_editor_hint() && is_ready()) {
set_fov(this->base_fov * this->fov_factor);
}
}
void PlayerCamera::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
if (what == NOTIFICATION_READY) {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
this->base_fov = get_fov();
}
}
void PlayerCamera::set_fov_factor(float value) {
this->fov_factor = value;
update_fov();
}
float PlayerCamera::get_fov_factor() const {
return this->fov_factor;
}

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@ -1,24 +0,0 @@
#ifndef PLAYER_CAMERA_H
#define PLAYER_CAMERA_H
#include "scene/3d/camera_3d.h"
class PlayerCamera : public Camera3D {
GDCLASS(PlayerCamera, Camera3D);
static void _bind_methods();
void on_look_input(Vector2 input);
void update_fov();
protected:
void _notification(int what);
public:
void set_fov_factor(float value);
float get_fov_factor() const;
private:
float base_fov{ 60.f };
float fov_factor{ 1.0f };
};
#endif // !PLAYER_CAMERA_H

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@ -1,60 +0,0 @@
#include "player_input.h"
String PlayerInput::sig_movement_input{ "movement_input" };
String PlayerInput::sig_look_input{ "look_input" };
String PlayerInput::sig_primary_fire{ "primary_fire" };
String PlayerInput::sig_alt_mode{ "alt_mode" };
String PlayerInput::sig_run{ "run" };
String PlayerInput::sig_jump{ "jump" };
String PlayerInput::sig_crouch{ "crouch" };
void PlayerInput::_bind_methods() {
ADD_SIGNAL(MethodInfo(sig_movement_input, PropertyInfo(Variant::VECTOR2, "axes")));
ADD_SIGNAL(MethodInfo(sig_look_input, PropertyInfo(Variant::VECTOR2, "axes")));
ADD_SIGNAL(MethodInfo(sig_primary_fire, PropertyInfo(Variant::BOOL, "is_pressed")));
ADD_SIGNAL(MethodInfo(sig_alt_mode, PropertyInfo(Variant::BOOL, "is_active")));
ADD_SIGNAL(MethodInfo(sig_run, PropertyInfo(Variant::BOOL, "is_running")));
ADD_SIGNAL(MethodInfo(sig_jump));
ADD_SIGNAL(MethodInfo(sig_crouch, PropertyInfo(Variant::BOOL, "is_crouching")));
}
void PlayerInput::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
if (what == NOTIFICATION_READY) {
set_process_unhandled_input(true);
Input::get_singleton()->set_mouse_mode(Input::MouseMode::MOUSE_MODE_CAPTURED);
}
}
void PlayerInput::unhandled_input(Ref<InputEvent> const &event) {
Input *input{ Input::get_singleton() };
if (event->is_action("move_left") || event->is_action("move_right") || event->is_action("move_forward") || event->is_action("move_back")) {
Vector2 state{
input->get_axis("move_right", "move_left"),
input->get_axis("move_back", "move_forward")
};
emit_signal(sig_movement_input, state);
}
Ref<InputEventMouseMotion> mouse_motion{ event };
if (mouse_motion.is_valid()) {
Vector2 state{ -mouse_motion->get_relative() * 0.001f };
emit_signal(sig_look_input, state);
}
if (event->is_action("primary_fire")) {
bool state{ event->is_pressed() };
emit_signal(sig_primary_fire, state);
}
if (event->is_action("alt_mode")) {
bool state{ event->is_pressed() };
emit_signal(sig_alt_mode, state);
}
if (event->is_action("run")) {
bool state{ event->is_pressed() };
emit_signal(sig_run, state);
}
if (event->is_pressed() && event->is_action("jump") && input->is_action_just_pressed("jump")) {
emit_signal(sig_jump);
}
}

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@ -1,22 +0,0 @@
#ifndef PLAYER_INPUT_H
#define PLAYER_INPUT_H
#include "scene/main/node.h"
class PlayerInput : public Node {
GDCLASS(PlayerInput, Node);
static void _bind_methods();
void _notification(int what);
virtual void unhandled_input(Ref<InputEvent> const &event) override;
public:
static String sig_movement_input;
static String sig_look_input;
static String sig_primary_fire;
static String sig_alt_mode;
static String sig_run;
static String sig_jump;
static String sig_crouch;
};
#endif // !PLAYER_INPUT_H

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@ -1,25 +0,0 @@
#include "register_types.h"
#include "core/object/class_db.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_base.h"
#include "wave_survival/weapons/rifle.h"
void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(PlayerBody);
GDREGISTER_CLASS(PlayerInput);
GDREGISTER_CLASS(PlayerCamera);
GDREGISTER_RUNTIME_CLASS(WeaponBase);
GDREGISTER_CLASS(Rifle);
}
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}

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@ -1,9 +0,0 @@
#ifndef wave_survival_REGISTER_TYPES_H
#define wave_survival_REGISTER_TYPES_H
#include "modules/register_module_types.h"
void initialize_wave_survival_module(ModuleInitializationLevel p_level);
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level);
#endif // !wave_survival_REGISTER_TYPES_H

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@ -1,39 +0,0 @@
#include "weapon_base.h"
#include "macros.h"
#include "player_camera.h"
#include "scene/animation/animation_player.h"
void WeaponBase::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, anim, PROPERTY_HINT_NODE_TYPE, AnimationPlayer::get_class_static());
}
void WeaponBase::ready() {
this->camera = cast_to<PlayerCamera>(get_node(NodePath("%PlayerCamera")));
if (this->anim) {
this->anim->play("RESET");
}
}
void WeaponBase::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
ready();
}
}
void WeaponBase::set_anim(AnimationPlayer *anim) {
this->anim = anim;
}
AnimationPlayer *WeaponBase::get_anim() const {
return this->anim;
}
PlayerCamera *WeaponBase::get_camera() const {
return this->camera;
}

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@ -1,27 +0,0 @@
#ifndef WEAPON_BASE_H
#define WEAPON_BASE_H
#include "scene/3d/node_3d.h"
class AnimationPlayer;
class PlayerCamera;
class WeaponBase : public Node3D {
GDCLASS(WeaponBase, Node3D);
static void _bind_methods();
void ready();
protected:
void _notification(int what);
public:
void set_anim(AnimationPlayer *player);
AnimationPlayer *get_anim() const;
PlayerCamera *get_camera() const;
private:
AnimationPlayer *anim{ nullptr };
PlayerCamera *camera{ nullptr };
};
#endif // !WEAPON_BASE_H

View file

@ -1,76 +0,0 @@
#include "rifle.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_input.h"
void Rifle::_bind_methods() {}
void Rifle::on_primary_fire(bool pressed) {
if (pressed && get_anim()->get_queue().size() == 0) {
if (this->request_alt_mode) {
get_anim()->queue("fire_aim");
} else if (get_anim()->get_current_animation() == "") {
get_anim()->queue("fire_hip");
}
}
}
void Rifle::on_alt_mode(bool alt_mode) {
this->request_alt_mode = alt_mode;
}
void Rifle::on_animation_changed(String new_animation) {
if (new_animation == "aim") {
this->in_alt_mode = true;
get_camera()->set_fov_factor(this->ads_factor);
} else if (new_animation == "RESET") {
this->in_alt_mode = false;
get_camera()->set_fov_factor(1.f);
}
}
void Rifle::ready() {
get_anim()->connect("current_animation_changed", callable_mp(this, &self_type::on_animation_changed));
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
input->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
get_anim()->animation_set_next("hip_to_aim", "aim");
get_anim()->animation_set_next("fire_aim", "aim");
get_anim()->animation_set_next("aim_to_hip", "RESET");
get_anim()->animation_set_next("fire_hip", "RESET");
}
void Rifle::process(double delta) {
String const current{ get_anim()->get_current_animation() };
float const progress{ float(CLAMP(get_anim()->get_current_animation_position() / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
if (current == "hip_to_aim") {
get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress));
} else if (current == "aim_to_hip") {
get_camera()->set_fov_factor(Math::lerp(this->ads_factor, 1.f, progress));
} else if (this->request_alt_mode != this->in_alt_mode && current.is_empty()) {
get_anim()->clear_queue();
if (this->request_alt_mode) {
get_anim()->queue("hip_to_aim");
} else {
get_anim()->queue("aim_to_hip");
}
}
}
void Rifle::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_process(true);
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
return;
}
}

View file

@ -1,26 +0,0 @@
#ifndef WEAPONS_RIFLE_H
#define WEAPONS_RIFLE_H
#include "wave_survival/player_camera.h"
#include "wave_survival/weapon_base.h"
class PlayerBody;
class Rifle : public WeaponBase {
GDCLASS(Rifle, WeaponBase);
static void _bind_methods();
void on_primary_fire(bool down);
void on_alt_mode(bool alt_mode);
void on_animation_changed(String new_anim);
void ready();
void process(double delta);
public:
void _notification(int what);
private:
float ads_factor{ 0.5f };
bool request_alt_mode{ false };
bool in_alt_mode{ false };
};
#endif // !WEAPONS_RIFLE_H

View file

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[resource]
shading_mode = 2
diffuse_mode = 1
albedo_texture = ExtResource("1_5nv8k")
uv1_triplanar = true
uv2_triplanar = true

View file

@ -1,10 +0,0 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://dgl8ygpyta7b0"]
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resource_name = "arms"
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stencil_flags = 2

View file

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fov_override = 50.0

View file

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View file

@ -9,7 +9,7 @@ custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../build/wave_survival.x86_64"
export_path="../build/PROJECT.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -21,7 +21,7 @@ script_export_mode=2
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custom_template/release="templatepath"
custom_template/release="{path}"
debug/export_console_wrapper=1
binary_format/embed_pck=false
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@ -45,13 +45,13 @@ rm -rf \"{temp_dir}\""
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platform="Windows Desktop"
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@ -63,7 +63,7 @@ script_export_mode=2
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material = ExtResource("1_ng1ul")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.03735, 5.15978, -8.38057)
operation = 2
use_collision = true
size = Vector3(1.64708, 1.47165, 1.75998)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D15" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.03735, 5.15978, -0.349048)
operation = 2
use_collision = true
size = Vector3(1.64708, 1.47165, 3.46446)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D16" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.03735, 5.15978, -11.8593)
operation = 2
use_collision = true
size = Vector3(1.64708, 1.47165, 3.46446)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D7" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.70662, 0.843177, -9.61435)
operation = 2
use_collision = true
size = Vector3(1.20117, 2.81146, 1.43037)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D8" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -14.1813, 0.843177, -6.9353)
operation = 2
use_collision = true
size = Vector3(1.71875, 2.81146, 1.43037)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D9" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -8.47255, 1.11953, 3.07464)
operation = 2
use_collision = true
size = Vector3(1.43066, 2.25876, 1.43037)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D24" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -8.47255, 4.34085, 3.07464)
operation = 2
use_collision = true
size = Vector3(1.43066, 2.25876, 1.43037)
material = ExtResource("1_ng1ul")
[node name="CSGBox3D25" type="CSGBox3D" parent="CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -14.0385, 4.34085, -6.63972)
operation = 2
use_collision = true
size = Vector3(1.43066, 2.25876, 1.43037)
material = ExtResource("1_ng1ul")

View file

@ -1,24 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://snjgu4yp5swd"]
[ext_resource type="PackedScene" uid="uid://ce40pq785yoyi" path="res://objects/weapons/rifle.tscn" id="1_eqqp1"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bxedw"]
[node name="PlayerBody" type="PlayerBody"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_bxedw")
[node name="PlayerInput" type="PlayerInput" parent="."]
unique_name_in_owner = true
[node name="PlayerCamera" type="PlayerCamera" parent="."]
unique_name_in_owner = true
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.60811, 0)
fov = 60.0
[node name="Rifle" parent="PlayerCamera" instance=ExtResource("1_eqqp1")]
[editable path="PlayerCamera/Rifle"]
[editable path="PlayerCamera/Rifle/rifle"]

View file

@ -1,13 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://ce40pq785yoyi"]
[ext_resource type="PackedScene" uid="uid://c8jbxkm1paa8u" path="res://assets/models/weapons/rifle.glb" id="1_afgyw"]
[node name="Rifle" type="Rifle" node_paths=PackedStringArray("anim")]
anim = NodePath("rifle/AnimationPlayer")
[node name="rifle" parent="." instance=ExtResource("1_afgyw")]
[node name="AnimationPlayer" parent="rifle" index="1"]
playback_default_blend_time = 0.1
[editable path="rifle"]

View file

@ -10,55 +10,6 @@ config_version=5
[application]
config/name="wave_survival"
run/main_scene="uid://dukbdx7dt2qut"
config/features=PackedStringArray("4.5", "Forward Plus")
config/name="PROJECT"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"
[input]
move_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_back={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
primary_fire={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(119, 17),"global_position":Vector2(119, 46),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
alt_mode={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(124, 14),"global_position":Vector2(124, 43),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
crouch={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
run={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}