Fireball, need to tweak the animation to get some grey at the end like the standing fire
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@@ -14,6 +14,8 @@ const MAX_NUMBER_OF_JUMPS := 2
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const MIN_FOV := 10.0
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const MAX_FOV := 179.0
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const ZOOM_FACTOR := 1.1 # Zoom out when >1, in when < 1
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const FIREBALL_SPAWN_FORWARD_OFFSET := 1.5
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const FIREBALL_SPAWN_UP_OFFSET := 1.2
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var mouse_sensitivity := 0.005
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var rotation_x := 0.0
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var rotation_y := 0.0
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@@ -45,6 +47,7 @@ var _jump_triggered := false
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@export var anim_sprint_speed_threshold := 10.0
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var jump_sound = preload("res://assets/audio/jump.ogg")
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var fireball_scene = preload("res://scenes/Projectiles/fireball.tscn")
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var audio_player = AudioStreamPlayer.new()
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@export var camera_path: NodePath
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@@ -183,6 +186,10 @@ func _input(event):
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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zoom_camera(ZOOM_FACTOR) # Zoom out
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if event.is_action_pressed("player_fireball"):
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shoot_fireball()
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return
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if event.is_action_pressed("player_light"):
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_flashlight.visible = !_flashlight.visible
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@@ -192,6 +199,13 @@ func zoom_camera(factor):
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var new_fov = cam.fov * factor
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cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
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func shoot_fireball() -> void:
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var direction := get_look_direction()
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var origin := get_look_origin() + direction * FIREBALL_SPAWN_FORWARD_OFFSET
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var fireball := fireball_scene.instantiate()
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get_tree().current_scene.add_child(fireball)
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fireball.launch(origin, direction)
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func _update_animation(on_floor: bool, velocity: Vector3) -> void:
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if _anim_player == null:
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return
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@@ -266,4 +280,6 @@ func get_look_origin() -> Vector3:
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func get_look_direction() -> Vector3:
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if cam:
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return (-cam.global_transform.basis.z).normalized()
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return (-global_basis.z).normalized()
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