pull/1/head
Kenney 2023-10-01 22:46:48 +07:00
parent f0fd8f857c
commit d9532e46f4
12 changed files with 131 additions and 75 deletions

@ -1,2 +1,43 @@
# Starter-Kit-FPS
<p align="center"><img src="icon.png"/></p>
# Starter Kit City Builder
This package includes a basic template for a 3D city builder in Godot 4.1.1.stable.official. Includes features like;
- Building and removing structures
- Smooth camera controls
- Dynamic MeshLibrary creation
- Saving/loading
- Sprites and 3D Models _(CC0 licensed)_
### Screenshot
<p align="center"><img src="screenshots/screenshot.png"/></p>
### Controls
| Key | Command |
| --- | --- |
| <kbd>W</kbd> <kbd>A</kbd> <kbd>S</kbd> <kbd>D</kbd> | Move camera |
| <kbd>F</kbd> | Camera to center |
| <kbd>Middle mouse button</kbd> | Hold to rotate camera |
| <kbd>Left mouse button</kbd> | Place building |
| <kbd>DEL</kbd> | Remove building |
| <kbd>Right mouse button</kbd> | Rotate building |
| <kbd>Q</kbd> <kbd>E</kbd> | Toggle between buildings |
| <kbd>F1</kbd> | Save |
| <kbd>F2</kbd> | Load |
### License
MIT License
Copyright (c) 2023 Kenney
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Assets included in this package (2D sprites, 3D models and sound effects) are [CC0 licensed](https://creativecommons.org/publicdomain/zero/1.0/)

@ -3,58 +3,71 @@ extends Node3D
@export var player:Node3D
@onready var raycast = $RayCast
@onready var burst_a = $BurstA
@onready var burst_b = $BurstB
@onready var muzzle_a = $MuzzleA
@onready var muzzle_b = $MuzzleB
var health := 100
var target_position:Vector3
var time := 0.0
var target_position:Vector3
var destroyed := false
# When ready, save the initial position
func _ready():
target_position = position
func _process(delta):
self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true)
target_position.y += (cos(time * 5) * 1) * delta # Sine movement
self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true) # Look at player
target_position.y += (cos(time * 5) * 1) * delta # Sine movement (up and down)
time += delta
position = target_position
# Take damage from player
func damage(amount):
health -= amount
Audio.play("sounds/enemy_hurt.ogg")
health -= amount
if health <= 0 and !destroyed:
destroy()
# Destroy the enemy when out of health
func destroy():
destroyed = true
Audio.play("sounds/enemy_destroy.ogg")
destroyed = true
queue_free()
# Shoot when timer hits 0
func _on_timer_timeout():
shoot()
func shoot():
raycast.force_raycast_update()
if raycast.is_colliding():
var collider = raycast.get_collider()
if collider.has_method("get_hurt"):
if collider.has_method("damage"): # Raycast collides with player
# Play muzzle flash animation(s)
burst_a.frame = 0
burst_a.play("default")
burst_a.rotation_degrees.z = randf_range(-45, 45)
muzzle_a.frame = 0
muzzle_a.play("default")
muzzle_a.rotation_degrees.z = randf_range(-45, 45)
burst_b.frame = 0
burst_b.play("default")
burst_b.rotation_degrees.z = randf_range(-45, 45)
muzzle_b.frame = 0
muzzle_b.play("default")
muzzle_b.rotation_degrees.z = randf_range(-45, 45)
Audio.play("sounds/enemy_attack.ogg")
collider.get_hurt()
collider.damage(5) # Apply damage to player

@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://d2g78tpqbyf5g"]
[gd_scene load_steps=5 format=3 uid="uid://d2g78tpqbyf5g"]
[ext_resource type="PackedScene" uid="uid://lde2xq3vq635" path="res://models/enemy-flying.glb" id="1_3v8nl"]
[ext_resource type="Script" path="res://objects/enemy.gd" id="1_jg24b"]
@ -7,8 +7,6 @@
[sub_resource type="SphereShape3D" id="SphereShape3D_iix87"]
radius = 0.75
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_kvqwh"]
[node name="enemy-flying" type="Area3D"]
script = ExtResource("1_jg24b")
@ -21,12 +19,12 @@ shape = SubResource("SphereShape3D_iix87")
[node name="RayCast" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, 5)
[node name="BurstA" type="AnimatedSprite3D" parent="."]
[node name="MuzzleA" type="AnimatedSprite3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.45, 0.3, 0.4)
sprite_frames = ExtResource("3_iblw5")
frame = 2
[node name="BurstB" type="AnimatedSprite3D" parent="."]
[node name="MuzzleB" type="AnimatedSprite3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0.45, 0.3, 0.4)
sprite_frames = ExtResource("3_iblw5")
frame = 2
@ -35,14 +33,4 @@ frame = 2
wait_time = 0.25
autostart = true
[node name="Sprite3D" type="Sprite3D" parent="."]
transform = Transform3D(-4.37114e-08, -0.5, 4.37114e-08, 0, -2.18557e-08, -1, 1, -2.18557e-08, 1.91069e-15, -0.458562, 0.296903, 2.63393)
visible = false
texture = SubResource("CompressedTexture2D_kvqwh")
[node name="Sprite3D2" type="Sprite3D" parent="."]
transform = Transform3D(-4.37114e-08, -0.5, 4.37114e-08, 0, -2.18557e-08, -1, 1, -2.18557e-08, 1.91069e-15, 0.452015, 0.296903, 2.63393)
visible = false
texture = SubResource("CompressedTexture2D_kvqwh")
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

@ -19,6 +19,7 @@ var rotation_target: Vector3
var input: Vector3
var input_mouse: Vector2
var health:int = 100
var gravity := 0.0
var previously_floored := false
@ -30,12 +31,14 @@ var container_offset = Vector3(1.2, -1.1, -2.75)
var tween:Tween
@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container
signal health_updated
@onready var camera = $Head/Camera
@onready var raycast = $Head/Camera/RayCast
@onready var blaster_cooldown = $Cooldown
@onready var burst = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Burst
@onready var muzzle = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Muzzle
@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container
@onready var sound_footsteps = $SoundFootsteps
@onready var blaster_cooldown = $Cooldown
@export var crosshair:TextureRect
@ -139,8 +142,6 @@ func handle_controls(delta):
rotation_target -= rotation_input.limit_length(1.0) * 5 * delta
rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
#input_mouse = Vector2.ZERO
# Shooting
action_shoot()
@ -189,23 +190,25 @@ func action_shoot():
if Input.is_action_pressed("shoot"):
if !blaster_cooldown.is_stopped(): return
if !blaster_cooldown.is_stopped(): return # Cooldown for shooting
Audio.play(weapon.sound_shoot)
container.position.z += 0.25
burst.play("default")
container.position.z += 0.25 # Knockback of weapon visual
camera.rotation.x += 0.025 # Knockback of camera
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
burst.rotation_degrees.z = randf_range(-45, 45)
burst.scale = Vector3.ONE * randf_range(0.40, 0.75)
burst.position = container.position - Vector3(0.1, -0.4, 1.5)
# Set muzzle flash position, play animation
camera.rotation.x += 0.025
blaster_cooldown.start(weapon.cooldown)
muzzle.play("default")
movement_velocity += Vector3(0, 0, weapon.knockback)
muzzle.rotation_degrees.z = randf_range(-45, 45)
muzzle.scale = Vector3.ONE * randf_range(0.40, 0.75)
muzzle.position = container.position - weapon.muzzle_position
# What or where the blaster hit
blaster_cooldown.start(weapon.cooldown)
# Shoot the weapon, amount based on shot count
for n in weapon.shot_count:
@ -214,14 +217,17 @@ func action_shoot():
raycast.force_raycast_update()
if !raycast.is_colliding():
return
if !raycast.is_colliding(): return # Don't create impact when raycast didn't hit
var collider = raycast.get_collider()
# Hitting an enemy
if collider.has_method("damage"):
collider.damage(weapon.damage)
# Creating an impact animation
var impact = preload("res://objects/impact.tscn")
var impact_instance = impact.instantiate()
@ -283,5 +289,10 @@ func change_weapon():
raycast.target_position = Vector3(0, 0, -1) * weapon.max_distance
crosshair.texture = weapon.crosshair
func get_hurt():
pass
func damage(amount):
health -= amount
health_updated.emit(health) # Update health on HUD
if health < 0:
get_tree().reload_current_scene() # Reset when out of health

@ -50,7 +50,7 @@ fov = 40.0
[node name="Container" type="Node3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.2, -1, -2.25)
[node name="Burst" type="AnimatedSprite3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
[node name="Muzzle" type="AnimatedSprite3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, -0.75, -6)
layers = 2
sprite_frames = ExtResource("4_m6ukc")

@ -1,7 +1,8 @@
[gd_scene load_steps=10 format=3 uid="uid://dxvvlck8lej3f"]
[gd_scene load_steps=11 format=3 uid="uid://dxvvlck8lej3f"]
[ext_resource type="Environment" uid="uid://jvmpkdwaeaq" path="res://scenes/main-environment.tres" id="1_q8fpv"]
[ext_resource type="PackedScene" uid="uid://dl2ed4gkybggf" path="res://objects/player.tscn" id="2_elriq"]
[ext_resource type="Script" path="res://scripts/hud.gd" id="3_s8mkj"]
[ext_resource type="FontFile" uid="uid://biqtga8moh7ah" path="res://fonts/lilita_one_regular.ttf" id="3_w27de"]
[ext_resource type="PackedScene" uid="uid://dpm3l05d7fu35" path="res://objects/platform.tscn" id="5_3s40e"]
[ext_resource type="PackedScene" uid="uid://r7rt7pth4u7o" path="res://objects/wall_low.tscn" id="5_6vel1"]
@ -21,16 +22,17 @@ outline_color = Color(0, 0, 0, 0.470588)
environment = ExtResource("1_q8fpv")
[node name="Player" parent="." node_paths=PackedStringArray("crosshair") instance=ExtResource("2_elriq")]
crosshair = NodePath("../Canvas/Crosshair")
crosshair = NodePath("../HUD/Crosshair")
[node name="Sun" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.422618, -0.694272, 0.582563, 0, 0.642788, 0.766044, -0.906308, 0.323744, -0.271654, 0, 0, 0)
shadow_enabled = true
shadow_opacity = 0.75
[node name="Canvas" type="CanvasLayer" parent="."]
[node name="HUD" type="CanvasLayer" parent="."]
script = ExtResource("3_s8mkj")
[node name="Crosshair" type="TextureRect" parent="Canvas"]
[node name="Crosshair" type="TextureRect" parent="HUD"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
@ -45,19 +47,11 @@ grow_vertical = 2
scale = Vector2(0.35, 0.35)
pivot_offset = Vector2(64, 64)
[node name="MarginContainer" type="MarginContainer" parent="Canvas"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 48
theme_override_constants/margin_top = 48
theme_override_constants/margin_right = 48
theme_override_constants/margin_bottom = 48
[node name="Health" type="Label" parent="Canvas/MarginContainer"]
layout_mode = 2
[node name="Health" type="Label" parent="HUD"]
offset_left = 48.0
offset_top = 627.0
offset_right = 138.0
offset_bottom = 672.0
size_flags_horizontal = 0
size_flags_vertical = 8
text = "100%"
@ -122,3 +116,7 @@ transform = Transform3D(0.866026, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866026, 12, 2.5, -
[node name="platform-large-grass4" parent="Level" instance=ExtResource("7_wggef")]
transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, 5, 0.5, 5.5)
[node name="Decoration" type="Node" parent="."]
[connection signal="health_updated" from="Player" to="HUD" method="_on_health_updated"]

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@ -0,0 +1,5 @@
extends CanvasLayer
func _on_health_updated(health):
$Health.text = str(health) + "%"

@ -5,7 +5,7 @@ class_name Weapon
@export var model:PackedScene # Model of the weapon
@export var position:Vector3 # On-screen position
@export var rotation:Vector3 # On-screen rotation
@export var burst_position:Vector3 # On-screen position of burst
@export var muzzle_position:Vector3 # On-screen position of muzzle flash
@export_subgroup("Properties")
@export_range(0.1, 1) var cooldown: float = 0.1 # Firerate

@ -9,7 +9,7 @@ script = ExtResource("1_l1atd")
model = ExtResource("2_h64nv")
position = Vector3(0, 0, 0)
rotation = Vector3(0, 180, 0)
burst_position = Vector3(0, 0, 0)
muzzle_position = Vector3(0.1, -0.4, 1.5)
cooldown = 0.1
max_distance = 10
damage = 10.0

@ -9,7 +9,7 @@ script = ExtResource("2_107w7")
model = ExtResource("1_x0glg")
position = Vector3(0, 0, 0)
rotation = Vector3(0, 180, 0)
burst_position = Vector3(0, 0, 0)
muzzle_position = Vector3(0.1, -0.4, 1.5)
cooldown = 0.25
max_distance = 10
damage = 25.0