- scripts/touch_controls.gd: full-screen layer routing multi-touch by touch index: floating joystick on the left half (analog move_* actions), look area on the right half, FIRE/GRENADE/RELOAD/JUMP buttons. Shown automatically on web_android/web_ios or a touchscreen; overridable with --touch/--no-touch and ?touch=1/?touch=0. The root Control uses MOUSE_FILTER_IGNORE on purpose: a STOP control swallows the first click and the Web start gate never fires. - scripts/player.gd: touch_mode disables mouse look and pointer lock; view rotation moved to apply_look() shared by mouse and touch; reload and grenade are polled now (is_action_just_pressed) like shoot/jump, because an InputEventAction synthesised inside another event's dispatch does not reach _unhandled_input; start_reload() extracted; get_vector uses an explicit 0.2 dead zone so the joystick keeps its full travel. - scripts/main.gd: creates the layer when needed, accepts a screen touch as the start gesture (which also unlocks browser audio) and enables the layer only afterwards. - tools/test_touch_controls.gd: 11 assertions (joystick movement, look rotation, simultaneous multi-touch, fire hold/release, reload, grenade, jump, detection) runnable headless and on a real display. - docs/TOUCH-CONTROLS.md: detection rules, input model, verification.
221 lines
8.5 KiB
GDScript
221 lines
8.5 KiB
GDScript
extends CharacterBody3D
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var camera: Camera3D
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var damage_pivot: Node3D
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var damage_feedback: CanvasLayer
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const DamageFeedback = preload("res://scripts/damage_feedback.gd")
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var hp := 100.0
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var ammo := 30
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var cooldown := 0.0
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var grenade_cooldown := 0.0
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const GRENADE_COOLDOWN := 15.0
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const Grenade = preload("res://scripts/grenade.gd")
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var reloading := false
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var gun: Node3D
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var flash: OmniLight3D
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var weapon_anim: AnimationPlayer
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var step_timer := 0.0
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var death_started := false
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var death_overlay: ColorRect
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## True quando la partita e' guidata dai controlli on-screen (touch): il mouse
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## emulato dai tocchi non deve muovere la visuale ne' sparare al posto del dito.
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var touch_mode := false
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const Blood = preload("res://scripts/blood_effects.gd")
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const Audio = preload("res://scripts/hl_audio.gd")
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func _ready() -> void:
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collision_layer = 2
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collision_mask = 1 | 4
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var cs := CollisionShape3D.new()
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var cap := CapsuleShape3D.new()
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cap.height = 1.8
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cap.radius = 0.35
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cs.shape = cap
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cs.position.y = 0.9
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add_child(cs)
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camera = Camera3D.new()
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camera.position.y = 1.65
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camera.current = true
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camera.fov = 80
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damage_pivot = Node3D.new()
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damage_pivot.name = "DamagePivot"
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add_child(damage_pivot)
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damage_pivot.add_child(camera)
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damage_feedback = CanvasLayer.new()
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damage_feedback.set_script(DamageFeedback)
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damage_feedback.pivot = damage_pivot
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add_child(damage_feedback)
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gun = Node3D.new()
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camera.add_child(gun)
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var viewmodel: Node3D = load("res://assets/weapons/v_9mmar.scn").instantiate()
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gun.add_child(viewmodel)
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for area in viewmodel.find_children("*", "Area3D", true, false):
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area.collision_layer = 0
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area.collision_mask = 0
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for mesh in viewmodel.find_children("*", "MeshInstance3D", true, false):
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mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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mesh.layers = 2
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weapon_anim = viewmodel.get_node("AnimationPlayer")
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weapon_anim.animation_finished.connect(func(_name: StringName):
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if not reloading and not death_started:
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weapon_anim.play("idle1"))
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weapon_anim.play("deploy")
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flash = OmniLight3D.new()
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flash.position = Vector3(0.28, -0.2, -1.1)
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flash.light_color = Color(1, 0.7, 0.25)
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flash.omni_range = 7
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flash.light_energy = 0
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camera.add_child(flash)
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if DisplayServer.get_name() != "headless" and not OS.has_feature("web"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event: InputEvent) -> void:
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if OS.has_feature("web") and not touch_mode and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and not death_started:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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if event is InputEventMouseMotion and not touch_mode and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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apply_look(event.relative)
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if event.is_action_pressed("pause") and not death_started:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED else Input.MOUSE_MODE_CAPTURED
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## Ricarica: tempi invariati, riusata da tastiera (R) e dal pulsante on-screen.
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func start_reload() -> void:
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reloading = true
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weapon_anim.play("reload")
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Audio.play(self, "items/cliprelease1.wav")
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get_tree().create_timer(0.8).timeout.connect(func():
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if not death_started:
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Audio.play(self, "items/clipinsert1.wav"))
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get_tree().create_timer(1.57).timeout.connect(func():
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if not death_started:
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ammo = 30
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reloading = false
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weapon_anim.play("idle1"))
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## Azioni a pressione singola lette a polling: stesso percorso per tastiera,
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## joypad e pulsanti on-screen. Gli InputEventAction sintetici, generati dentro
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## il dispatch di un altro evento (come fa un tocco), non arrivano affidabilmente
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## a _unhandled_input; lo stato delle azioni invece si'.
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func _handle_actions() -> void:
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if Input.is_action_just_pressed("reload") and not reloading and ammo < 30:
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start_reload()
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if Input.is_action_just_pressed("grenade") and not death_started and (touch_mode or Input.mouse_mode == Input.MOUSE_MODE_CAPTURED):
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throw_grenade()
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## Rotazione della visuale. Unico punto in cui vivono sensibilita' e limiti di
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## inclinazione, condiviso da mouse e controlli touch.
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func apply_look(relative: Vector2) -> void:
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if hp <= 0 or death_started:
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return
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rotate_y(-relative.x * 0.0025)
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camera.rotation.x = clampf(camera.rotation.x - relative.y * 0.0025, -1.4, 1.4)
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func _physics_process(dt: float) -> void:
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cooldown -= dt
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grenade_cooldown = maxf(0, grenade_cooldown - dt)
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flash.light_energy = maxf(0, flash.light_energy - dt * 60)
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gun.position.z = lerpf(gun.position.z, 0, dt * 15)
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if hp <= 0:
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if Input.is_action_just_pressed("reload"):
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get_tree().reload_current_scene() # R o pulsante Ricarica a partita finita
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return
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_handle_actions()
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# Deadzone esplicita piccola (0.2): con la 0.5 delle azioni la corsa utile del
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# joystick touch si dimezzerebbe, mentre per tastiera/joypad nulla cambia.
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var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back", 0.2)
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var direction := transform.basis * Vector3(input.x, 0, input.y)
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velocity.x = direction.x * 5
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velocity.z = direction.z * 5
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velocity.y -= 20 * dt
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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y = 7
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move_and_slide()
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step_timer -= dt
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if is_on_floor() and direction.length() > 0.1 and step_timer <= 0:
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step_timer = 0.42
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Audio.play(self, "player/pl_metal%d.wav" % randi_range(1, 4), false, -18)
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if Input.is_action_just_pressed("shoot") and ammo <= 0 and not reloading:
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Audio.play(self, "weapons/dryfire1.wav")
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if Input.is_action_pressed("shoot") and cooldown <= 0 and ammo > 0 and not reloading and (touch_mode or Input.mouse_mode == Input.MOUSE_MODE_CAPTURED):
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shoot()
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func shoot() -> void:
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if ammo <= 0 or reloading or hp <= 0:
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return
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weapon_anim.stop()
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weapon_anim.play("shoot")
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Audio.play(self, "weapons/hks%d.wav" % randi_range(1, 3), false, -13)
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ammo -= 1
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cooldown = 0.13
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flash.light_energy = 3
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gun.position.z = 0.06
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var start := camera.global_position
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var query := PhysicsRayQueryParameters3D.create(start, start - camera.global_basis.z * 80, 1 | 4)
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var hit := get_world_3d().direct_space_state.intersect_ray(query)
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if hit and hit.collider.has_method("take_damage"):
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Blood.impact(get_parent(), hit.position, -camera.global_basis.z)
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hit.collider.take_damage(35, hit.position.y)
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func throw_grenade() -> RigidBody3D:
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if death_started or hp <= 0 or grenade_cooldown > 0:
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return null
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var world := get_parent() as Node3D
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var forward := -camera.global_basis.z
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var start := camera.global_position
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var destination := start + forward * 0.55
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# Do not spawn through the wall when the camera is close to it.
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var query := PhysicsRayQueryParameters3D.create(start, destination, 1)
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var hit := get_world_3d().direct_space_state.intersect_ray(query)
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if not hit.is_empty():
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destination = start + forward * maxf(0, start.distance_to(hit.position) - 0.16)
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var grenade := RigidBody3D.new()
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grenade.set_script(Grenade)
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grenade.thrower = self
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grenade.position = world.to_local(destination)
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world.add_child(grenade)
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grenade.linear_velocity = forward * 12 + Vector3.UP * 3 + velocity
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grenade.angular_velocity = Vector3(5, 3, 2)
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grenade_cooldown = GRENADE_COOLDOWN
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return grenade
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func take_damage(amount: float) -> void:
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if death_started or amount <= 0:
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return
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hp = maxf(0, hp - amount)
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if hp <= 0:
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_die()
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else:
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damage_feedback.hit(amount)
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func _die() -> void:
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death_started = true
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damage_feedback.stop()
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velocity = Vector3.ZERO
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reloading = false
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gun.hide()
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flash.light_energy = 0
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weapon_anim.stop()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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# Original Half-Life player pain sample used as the death event vocal.
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Audio.play(self, "player/pl_pain7.wav", false, -8)
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var layer := CanvasLayer.new()
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layer.layer = 5
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add_child(layer)
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death_overlay = ColorRect.new()
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death_overlay.color = Color(0, 0, 0, 0)
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death_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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layer.add_child(death_overlay)
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death_overlay.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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var tween := create_tween()
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tween.set_parallel(true)
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tween.tween_property(camera, "position:y", 0.22, 0.9).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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tween.tween_property(camera, "rotation:z", deg_to_rad(-75), 0.9)
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tween.tween_property(camera, "rotation:x", 0.08, 0.9)
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tween.tween_property(death_overlay, "color:a", 1.0, 1.8).set_delay(0.7)
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var message := Label.new()
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message.text = "SEI MORTO\nPremi R per ricominciare"
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message.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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message.add_theme_font_size_override("font_size", 36)
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message.modulate.a = 0
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layer.add_child(message)
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message.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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tween.tween_property(message, "modulate:a", 1.0, 0.5).set_delay(2.2)
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