A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. # Stuns people at a distance, removing their linear velocity
  2. extends "res://scripts/player.gd"
  3. var stun_charge = 1
  4. var velocity_charge = 10 # This one is instantaneous, so it gets quita weight
  5. var zoom_factor = 3
  6. var sens_factor = 10
  7. # --- Godot overrides ---
  8. func _ready():
  9. colored_meshes.append("Yaw/Pitch/Beam")
  10. func _process(delta):
  11. if is_network_master():
  12. var stun = Input.is_action_pressed("hero_4_stun")
  13. var is_stunning = false
  14. if Input.is_action_just_pressed("hero_4_zoom"):
  15. get_node("TPCamera").cam_fov /= zoom_factor
  16. get_node("TPCamera").cam_view_sensitivity /= sens_factor
  17. get_node("TPCamera").cam_smooth_movement = false
  18. if Input.is_action_just_released("hero_4_zoom"):
  19. get_node("TPCamera").cam_fov *= zoom_factor
  20. get_node("TPCamera").cam_view_sensitivity *= sens_factor
  21. get_node("TPCamera").cam_smooth_movement = true
  22. if stun:
  23. var players = get_node("/root/Level/Players").get_children()
  24. var player = pick_from(players)
  25. if player != -1:
  26. # We get charge for just stunning, plus charge for how much linear velocity we cut out
  27. switch_charge += stun_charge * delta
  28. switch_charge += velocity_charge * players[player].get_linear_velocity().length() * delta
  29. rpc("stun", players[player].get_name(), get_node("TPCamera/Camera/Ray").get_collision_point())
  30. is_stunning = true
  31. if not is_stunning:
  32. rpc("unstun")
  33. # --- Player overrides ---
  34. # --- Own ---
  35. sync func stun(net_id, position):
  36. # Stun the thing!
  37. var player = get_node("/root/Level/Players/%s" % net_id)
  38. player.set_linear_velocity(Vector3())
  39. # Show the beam!
  40. var beam = get_node("Yaw/Pitch/Beam")
  41. get_node("Yaw/Pitch").look_at(position, Vector3(0,1,0))
  42. beam.show()
  43. var us = get_node("TPCamera/Camera").get_global_transform().origin
  44. var distance = position - us
  45. beam.scale = Vector3(1,distance.length(),1)
  46. # We move the beam up by half the scale because the position is based on the center, not the bottom
  47. beam.translation.z = -distance.length() / 2 # We face -z direction
  48. sync func unstun():
  49. var beam = get_node("Yaw/Pitch/Beam")
  50. beam.hide()