A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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# Stuns people at a distance, removing their linear velocity
extends "res://scripts/player.gd"
onready var destroy_ability = get_node("MasterOnly/Destroy")
var stun_charge = 1
var velocity_charge = 10 # This one is instantaneous, so it gets quita weight
var zoom_factor = 3
var sens_factor = 10
# --- Godot overrides ---
func _ready():
colored_meshes.append("Yaw/Pitch/Beam")
func _process(delta):
if is_network_master():
var stun = Input.is_action_pressed("hero_4_stun")
var is_stunning = false
if Input.is_action_just_pressed("hero_4_zoom"):
get_node("TPCamera").cam_fov /= zoom_factor
get_node("TPCamera").cam_view_sensitivity /= sens_factor
get_node("TPCamera").cam_smooth_movement = false
if Input.is_action_just_released("hero_4_zoom"):
get_node("TPCamera").cam_fov *= zoom_factor
get_node("TPCamera").cam_view_sensitivity *= sens_factor
get_node("TPCamera").cam_smooth_movement = true
var looking_at = pick()
if looking_at and looking_at.has_method("destroy"):
destroy_ability.cost = looking_at.destroy_cost
destroy_ability.disabled = false
if Input.is_action_just_pressed("primary_ability"):
if charge > looking_at.destroy_cost:
build_charge(-looking_at.destroy_cost)
looking_at.rpc("destroy")
else:
destroy_ability.disabled = true
if stun:
var players = get_node("/root/Level/Players").get_children()
var player = pick_from(players)
if player != -1:
# We get charge for just stunning, plus charge for how much linear velocity we cut out
build_charge(stun_charge * delta)
build_charge(velocity_charge * players[player].linear_velocity.length() * delta)
rpc("stun", players[player].get_name(), get_node("TPCamera/Camera/Ray").get_collision_point())
is_stunning = true
if not is_stunning:
rpc("unstun")
# --- Player overrides ---
# --- Own ---
sync func stun(net_id, position):
# Stun the thing!
var player = util.get_player(net_id)
player.set_linear_velocity(Vector3())
# Show the beam!
var beam = get_node("Yaw/Pitch/Beam")
get_node("Yaw/Pitch").look_at(position, Vector3(0,1,0))
beam.show()
var us = get_node("TPCamera/Camera").get_global_transform().origin
var distance = position - us
beam.scale = Vector3(1,distance.length(),1)
# We move the beam up by half the scale because the position is based on the center, not the bottom
beam.translation.z = -distance.length() / 2 # We face -z direction
sync func unstun():
var beam = get_node("Yaw/Pitch/Beam")
beam.hide()