Merge remote-tracking branch 'origin/develop' into feat/settings-v2

This commit is contained in:
Squinty 2024-04-27 23:57:18 +02:00
commit a32fb53393
41 changed files with 688 additions and 200 deletions

View file

@ -39,10 +39,14 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta : float) -> void:
var velocity_xz : Vector3 = player.linear_velocity
velocity_xz.y = 0
text = \"\"
text += \"fps: %d (%.2f mspf)\\n\" % [Engine.get_frames_per_second(), 1000.0 / Engine.get_frames_per_second()]
text += \"position: %d, %d, %d\\n\" % [player.position.x, player.position.y, player.position.z]
text += \"speed: %d km/h\\n\" % (player.linear_velocity.length() * 3.6)
text += \"speed_xz: %d km/h\\n\" % (velocity_xz.length() * 3.6)
var viewport_render_size : Vector2i = get_viewport().size * get_viewport().scaling_3d_scale
text += \"3D viewport resolution: %d × %d (%d%%)\\n\" \\
% [viewport_render_size.x, viewport_render_size.y, round(get_viewport().scaling_3d_scale * 100)]

View file

@ -15,6 +15,7 @@
extends Control
@export var player : Player
@export var match_participant_component : MatchParticipantComponent
@export var attach_point : Marker3D
@export var healthbar_low_health_color : Color = Color(1 ,0 ,0, 0.78)
@export var healthbar_mid_health_color : Color = Color(1, 1, 0, 0.78)
@ -28,8 +29,8 @@ extends Control
@onready var is_within_los : bool = false
@onready var healthbar_fill_stylebox : StyleBoxFlat = _health_bar.get_theme_stylebox("fill")
func _ready() -> void:
_player_name_label.text = player.nickname
func set_nickname(new_nickname : String) -> void:
_player_name_label.text = new_nickname
func _process(_delta : float) -> void:
# retrieve camera for current viewport
@ -37,10 +38,19 @@ func _process(_delta : float) -> void:
# if the player is NOT infront of the camera or camera does NOT have LOS to player
if camera.is_position_behind(attach_point.global_position) or !is_within_los:
_iff_container.hide() # hide the IFF and exit function
return
_iff_container.hide()
else:
_iff_container.show() # display the IFF
_iff_container.show()
# Show the correct IFF based on whether the player we're looking at belongs is a friend or a foe
# in other words if their team_ids are the same as the "pawn" player
if player.pawn_player != null:
if player.pawn_player.match_participant_component.team_id == player.match_participant_component.team_id:
%FoeChevron.hide()
%FriendChevron.show()
else:
%FoeChevron.show()
%FriendChevron.hide()
func _physics_process(_delta : float) -> void:
# https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html
@ -48,9 +58,12 @@ func _physics_process(_delta : float) -> void:
is_within_los = false # always initialise trace_success as false
var space_state : PhysicsDirectSpaceState3D = camera.get_world_3d().direct_space_state
# do a trace check from camera to towards the player
var query : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(camera.global_position, attach_point.global_position)
var query : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(camera.global_position, player.global_position)
# only collide with Layer 1 (objects) and Layer 32 (terrain/structures)
query.collision_mask = 0b10000000_00000000_00000000_00000001
# exclude the camera owner nodes from intersecting with the trace check
query.exclude = [camera.owner]
if player.pawn_player:
query.exclude = [player.pawn_player]
# do trace check and store result
var result : Dictionary = space_state.intersect_ray(query)
# if a result was returned and the hit result is the player
@ -74,7 +87,6 @@ func _physics_process(_delta : float) -> void:
new_iff_position.y -= _iff_container.size.y # move the IFF up so the bottom of it is at the players head
new_iff_position.x -= _iff_container.size.x / 2 # move the IFF left so it's centered horizontally above players head
position = new_iff_position # set the position of the IFF
func _update_health_bar(health : float) -> void:

View file

@ -40,7 +40,9 @@ theme_override_styles/fill = ExtResource("2_e3xla")
value = 60.0
show_percentage = false
[node name="Chevron" type="Label" parent="IFFContainer"]
[node name="FoeChevron" type="Label" parent="IFFContainer"]
unique_name_in_owner = true
visible = false
layout_direction = 2
layout_mode = 2
size_flags_vertical = 1
@ -52,3 +54,18 @@ theme_override_font_sizes/font_size = 14
text = "▼"
horizontal_alignment = 1
vertical_alignment = 2
[node name="FriendChevron" type="Label" parent="IFFContainer"]
unique_name_in_owner = true
visible = false
layout_direction = 2
layout_mode = 2
size_flags_vertical = 1
theme_override_colors/font_color = Color(0, 1, 0, 0.2)
theme_override_colors/font_outline_color = Color(0, 0, 0, 0.2)
theme_override_constants/outline_size = 3
theme_override_constants/line_spacing = -20
theme_override_font_sizes/font_size = 14
text = "▼"
horizontal_alignment = 1
vertical_alignment = 2

View file

@ -30,17 +30,17 @@ func _unhandled_input(event : InputEvent) -> void:
elif event.is_action_released("scoreboard"):
hide()
func add_player(player : Player) -> void:
_add_scoreboard_entry.rpc(player.player_id, player.nickname)
func add_participant(participant : MatchParticipantComponent) -> void:
_add_scoreboard_entry.rpc(participant.player_id, participant.nickname)
func remove_player(player : Player) -> void:
_remove_scoreboard_entry.rpc(player.player_id)
func remove_participant(participant : MatchParticipantComponent) -> void:
_remove_scoreboard_entry.rpc(participant.player_id)
func increment_kill_count(player : Player) -> void:
_entries[player.player_id].kills += 1
func increment_kill_count(participant : MatchParticipantComponent) -> void:
_entries[participant.player_id].kills += 1
func add_score_to_player(player : Player, amount : int) -> void:
var player_id : int = player.player_id
func add_score_to_player(participant : MatchParticipantComponent, amount : int) -> void:
var player_id : int = participant.player_id
var entry : ScoreboardEntry = _entries[player_id]
_update_scoreboard_entry.rpc(player_id, entry.nickname, entry.kills, entry.score + amount)