Reworked Enemy from scratch. Only Looking is done yet
This commit is contained in:
parent
093f6eb94e
commit
502d0c440d
7 changed files with 162 additions and 68 deletions
Binary file not shown.
Before Width: | Height: | Size: 6.6 KiB After Width: | Height: | Size: 157 B |
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@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/basic_enemy.png-86528a00f666ed79fdb26797653ef
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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@ -28,7 +28,7 @@ texture = ExtResource("1")
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0:1/0/terrains_peering_bit/top_right_corner = 0
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0:2/size_in_atlas = Vector2i(1, 2)
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0:2/0 = 0
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0:2/0/texture_offset = Vector2i(0, -8)
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0:2/0/texture_origin = Vector2i(0, -8)
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0:2/0/terrain_set = 0
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0:2/0/terrain = 0
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0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -40,7 +40,7 @@ texture = ExtResource("1")
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0:2/0/terrains_peering_bit/top_right_corner = 0
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1:2/size_in_atlas = Vector2i(1, 2)
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1:2/0 = 0
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1:2/0/texture_offset = Vector2i(0, -8)
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1:2/0/texture_origin = Vector2i(0, -8)
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -99,7 +99,7 @@ texture = ExtResource("1")
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2:1/0/terrains_peering_bit/top_side = 0
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2:2/size_in_atlas = Vector2i(1, 2)
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2:2/0 = 0
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2:2/0/texture_offset = Vector2i(0, -8)
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2:2/0/texture_origin = Vector2i(0, -8)
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2:2/0/terrain_set = 0
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2:2/0/terrain = 0
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2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -198,7 +198,7 @@ texture = ExtResource("1")
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5:1/0/terrains_peering_bit/top_side = 0
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5:2/size_in_atlas = Vector2i(1, 2)
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5:2/0 = 0
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5:2/0/texture_offset = Vector2i(0, -8)
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5:2/0/texture_origin = Vector2i(0, -8)
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5:2/0/terrain_set = 0
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5:2/0/terrain = 0
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5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -259,7 +259,7 @@ texture = ExtResource("1")
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7:1/0/terrains_peering_bit/left_side = 0
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7:2/size_in_atlas = Vector2i(1, 2)
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7:2/0 = 0
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7:2/0/texture_offset = Vector2i(0, -8)
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7:2/0/texture_origin = Vector2i(0, -8)
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7:2/0/terrain_set = 0
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7:2/0/terrain = 0
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7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -271,7 +271,7 @@ texture = ExtResource("1")
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7:2/0/terrains_peering_bit/top_side = 0
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6:2/size_in_atlas = Vector2i(1, 2)
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6:2/0 = 0
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6:2/0/texture_offset = Vector2i(0, -8)
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6:2/0/texture_origin = Vector2i(0, -8)
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6:2/0/terrain_set = 0
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6:2/0/terrain = 0
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6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -283,7 +283,7 @@ texture = ExtResource("1")
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6:2/0/terrains_peering_bit/top_side = 0
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19:2/size_in_atlas = Vector2i(1, 2)
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19:2/0 = 0
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19:2/0/texture_offset = Vector2i(0, -8)
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19:2/0/texture_origin = Vector2i(0, -8)
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19:2/0/terrain_set = 0
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19:2/0/terrain = 1
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19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -295,7 +295,7 @@ texture = ExtResource("1")
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19:2/0/terrains_peering_bit/top_side = 1
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18:2/size_in_atlas = Vector2i(1, 2)
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18:2/0 = 0
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18:2/0/texture_offset = Vector2i(0, -8)
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18:2/0/texture_origin = Vector2i(0, -8)
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18:2/0/terrain_set = 0
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18:2/0/terrain = 1
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18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -307,7 +307,7 @@ texture = ExtResource("1")
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18:2/0/terrains_peering_bit/top_side = 1
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17:2/size_in_atlas = Vector2i(1, 2)
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17:2/0 = 0
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17:2/0/texture_offset = Vector2i(0, -8)
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17:2/0/texture_origin = Vector2i(0, -8)
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17:2/0/terrain_set = 0
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17:2/0/terrain = 1
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17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -344,7 +344,7 @@ texture = ExtResource("1")
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15:2/0/terrains_peering_bit/top_right_corner = 1
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14:2/size_in_atlas = Vector2i(1, 2)
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14:2/0 = 0
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14:2/0/texture_offset = Vector2i(0, -8)
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14:2/0/texture_origin = Vector2i(0, -8)
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14:2/0/terrain_set = 0
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14:2/0/terrain = 1
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14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -382,7 +382,7 @@ texture = ExtResource("1")
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15:3/0/terrains_peering_bit/top_right_corner = 1
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13:2/size_in_atlas = Vector2i(1, 2)
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13:2/0 = 0
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13:2/0/texture_offset = Vector2i(0, -8)
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13:2/0/texture_origin = Vector2i(0, -8)
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13:2/0/terrain_set = 0
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13:2/0/terrain = 1
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13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -395,7 +395,7 @@ texture = ExtResource("1")
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13:2/0/terrains_peering_bit/top_right_corner = 1
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12:2/size_in_atlas = Vector2i(1, 2)
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12:2/0 = 0
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12:2/0/texture_offset = Vector2i(0, -8)
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12:2/0/texture_origin = Vector2i(0, -8)
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12:2/0/terrain_set = 0
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12:2/0/terrain = 1
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12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -559,7 +559,7 @@ texture = ExtResource("1")
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12:1/0/terrains_peering_bit/top_right_corner = 1
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8:2/size_in_atlas = Vector2i(1, 2)
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8:2/0 = 0
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8:2/0/texture_offset = Vector2i(0, -8)
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8:2/0/texture_origin = Vector2i(0, -8)
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8:2/0/terrain_set = 0
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8:2/0/terrain = 0
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8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -765,7 +765,7 @@ texture = ExtResource("1")
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20:1/0/terrains_peering_bit/top_side = 1
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20:2/size_in_atlas = Vector2i(1, 2)
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20:2/0 = 0
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20:2/0/texture_offset = Vector2i(0, -8)
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20:2/0/texture_origin = Vector2i(0, -8)
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20:2/0/terrain_set = 0
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20:2/0/terrain = 1
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20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -874,7 +874,7 @@ texture = ExtResource("1")
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0:4/0/terrains_peering_bit/bottom_side = 0
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1:4/size_in_atlas = Vector2i(1, 2)
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1:4/0 = 0
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1:4/0/texture_offset = Vector2i(0, -8)
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1:4/0/texture_origin = Vector2i(0, -8)
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1:4/0/terrain_set = 0
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1:4/0/terrain = 0
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1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -883,7 +883,7 @@ texture = ExtResource("1")
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1:4/0/terrains_peering_bit/top_side = 0
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2:4/size_in_atlas = Vector2i(1, 2)
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2:4/0 = 0
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2:4/0/texture_offset = Vector2i(0, -8)
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2:4/0/texture_origin = Vector2i(0, -8)
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2:4/0/terrain_set = 0
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2:4/0/terrain = 0
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2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -892,7 +892,7 @@ texture = ExtResource("1")
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2:4/0/terrains_peering_bit/right_side = 0
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3:4/size_in_atlas = Vector2i(1, 2)
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3:4/0 = 0
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3:4/0/texture_offset = Vector2i(0, -8)
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3:4/0/texture_origin = Vector2i(0, -8)
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3:4/0/terrain_set = 0
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3:4/0/terrain = 0
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3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -912,7 +912,7 @@ texture = ExtResource("1")
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4:4/0/terrains_peering_bit/left_side = 0
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5:4/size_in_atlas = Vector2i(1, 2)
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5:4/0 = 0
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5:4/0/texture_offset = Vector2i(0, -8)
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5:4/0/texture_origin = Vector2i(0, -8)
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5:4/0/terrain_set = 0
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5:4/0/terrain = 0
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5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -954,7 +954,7 @@ texture = ExtResource("1")
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12:4/0/terrains_peering_bit/bottom_side = 1
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13:4/size_in_atlas = Vector2i(1, 2)
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13:4/0 = 0
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13:4/0/texture_offset = Vector2i(0, -8)
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13:4/0/texture_origin = Vector2i(0, -8)
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13:4/0/terrain_set = 0
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13:4/0/terrain = 1
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13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -963,7 +963,7 @@ texture = ExtResource("1")
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13:4/0/terrains_peering_bit/top_side = 1
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14:4/size_in_atlas = Vector2i(1, 2)
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14:4/0 = 0
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14:4/0/texture_offset = Vector2i(0, -8)
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14:4/0/texture_origin = Vector2i(0, -8)
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14:4/0/terrain_set = 0
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14:4/0/terrain = 1
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14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -972,7 +972,7 @@ texture = ExtResource("1")
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14:4/0/terrains_peering_bit/right_side = 1
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15:4/size_in_atlas = Vector2i(1, 2)
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15:4/0 = 0
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15:4/0/texture_offset = Vector2i(0, -8)
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15:4/0/texture_origin = Vector2i(0, -8)
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15:4/0/terrain_set = 0
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15:4/0/terrain = 1
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15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -992,7 +992,7 @@ texture = ExtResource("1")
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16:4/0/terrains_peering_bit/left_side = 1
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17:4/size_in_atlas = Vector2i(1, 2)
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17:4/0 = 0
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17:4/0/texture_offset = Vector2i(0, -8)
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17:4/0/texture_origin = Vector2i(0, -8)
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17:4/0/terrain_set = 0
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17:4/0/terrain = 1
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17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -1140,7 +1140,7 @@ texture = ExtResource("1")
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0:6/0/terrains_peering_bit/left_side = 0
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1:6/size_in_atlas = Vector2i(1, 2)
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1:6/0 = 0
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1:6/0/texture_offset = Vector2i(0, -8)
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1:6/0/texture_origin = Vector2i(0, -8)
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1:6/0/terrain_set = 0
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1:6/0/terrain = 0
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1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -1178,7 +1178,7 @@ texture = ExtResource("1")
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4:6/0/terrains_peering_bit/left_side = 0
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5:6/size_in_atlas = Vector2i(1, 2)
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5:6/0 = 0
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5:6/0/texture_offset = Vector2i(0, -8)
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5:6/0/texture_origin = Vector2i(0, -8)
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5:6/0/terrain_set = 0
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5:6/0/terrain = 0
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5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -1216,7 +1216,7 @@ texture = ExtResource("1")
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12:6/0/terrains_peering_bit/left_side = 1
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13:6/size_in_atlas = Vector2i(1, 2)
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13:6/0 = 0
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13:6/0/texture_offset = Vector2i(0, -8)
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13:6/0/texture_origin = Vector2i(0, -8)
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13:6/0/terrain_set = 0
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13:6/0/terrain = 1
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13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -1254,7 +1254,7 @@ texture = ExtResource("1")
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16:6/0/terrains_peering_bit/left_side = 1
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17:6/size_in_atlas = Vector2i(1, 2)
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17:6/0 = 0
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17:6/0/texture_offset = Vector2i(0, -8)
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17:6/0/texture_origin = Vector2i(0, -8)
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17:6/0/terrain_set = 0
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17:6/0/terrain = 1
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17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -1804,6 +1804,7 @@ texture = ExtResource("1")
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[resource]
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physics_layer_0/collision_layer = 1
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physics_layer_0/collision_mask = 0
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terrain_set_0/mode = 0
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terrain_set_0/terrain_0/name = "Colony Blue"
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terrain_set_0/terrain_0/color = Color(0, 0.384314, 0.721569, 1)
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File diff suppressed because one or more lines are too long
108
Scripts/Enemy/EnemyLook.gd
Normal file
108
Scripts/Enemy/EnemyLook.gd
Normal file
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@ -0,0 +1,108 @@
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extends Node2D
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@export_group("Movement Properties")
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@export var speed = 25
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@export var turn_speed = 25
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@export_group("Vision Properties")
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@export var ray : RayCast2D
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@export_flags_2d_physics var player_collision_layer := 2
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@export var max_view_distance := 50
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@export_range(0.0, 360.0) var angle_cone_of_vision : float = 120
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@export_range(0, 72) var sweeping_steps : int = 24
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@export var debug_vision := false
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var sees_player : bool
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var player_positions : Array
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func _ready():
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# Set Raycast into view Direction
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ray.target_position = Vector2(max_view_distance, 0)
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pass
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func view():
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# Swipe the Raycast instead of using a lot to get better performance
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# Set Raycast to starting position
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ray.rotation_degrees = -angle_cone_of_vision / 2
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# Create Array to Store Angles of Hits
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var hit_angles : Array
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# Clear Player Positions Array
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player_positions.clear()
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for step in sweeping_steps + 1:
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# Check Ray
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ray.force_raycast_update()
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if ray.is_colliding():
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# Get Collider
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var collider = ray.get_collider()
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var collider_class = collider.get_class()
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var collision_layer : int
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# Get Collision Layer
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if collider_class == "TileMap":
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collider = collider as TileMap
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collision_layer = collider.tile_set.get_physics_layer_collision_layer(0)
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else:
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collision_layer = collider.get_collision_layer()
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# Checking Collision Layer
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if collision_layer & player_collision_layer > 0:
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hit_angles.append(ray.rotation_degrees)
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player_positions.append(to_local(ray.get_collision_point()))
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# Rotate Ray
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ray.rotation_degrees += angle_cone_of_vision / sweeping_steps
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return hit_angles
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func rotate_to_player(delta : float):
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# Get All Angles at which the Player can be seen
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var hit_angles = view()
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# If The Player cant be seen, return and do nothing
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if hit_angles.size() <= 0:
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sees_player = false
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return
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sees_player = true
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# Calculate Average Angle Of Player
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var average_angle : float
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for angle in hit_angles:
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average_angle += angle
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average_angle /= hit_angles.size()
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# Rotate towards Player, but limit it by rotation speed
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self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed)
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pass
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func _physics_process(delta):
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rotate_to_player(delta)
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pass
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func _process(delta):
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if debug_vision:
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queue_redraw()
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pass
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func _draw():
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# Draw a Debug Arc in case that Debug Vision is enabled
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if debug_vision:
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# Draw All Ray Positions
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var angle = -angle_cone_of_vision / 2
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for step in sweeping_steps + 1:
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self.draw_line(Vector2(), Vector2(max_view_distance,0).rotated(deg_to_rad(angle)), Color.DARK_RED, 0.5, false)
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angle += angle_cone_of_vision / sweeping_steps
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# Draw Ray Arc
|
||||
self.draw_arc(Vector2(), max_view_distance, deg_to_rad(-angle_cone_of_vision / 2), deg_to_rad(angle_cone_of_vision / 2), sweeping_steps + 1, Color.RED, 0.5, false)
|
||||
|
||||
# Draw A Circle Around the Player if hes seen
|
||||
if sees_player:
|
||||
for pos in player_positions:
|
||||
self.draw_circle(pos, 4, Color.ORANGE_RED)
|
||||
pass
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
extends CharacterBody2D
|
||||
|
||||
@export var speed = 25
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _physics_process(delta):
|
||||
var sprite = self.get_child(1)
|
||||
self.velocity = Vector2(cos(sprite.get_rotation() - PI / 2), sin(sprite.get_rotation() - PI / 2)).normalized() * speed
|
||||
|
||||
|
||||
if self.move_and_slide():
|
||||
sprite.rotate(PI)
|
||||
|
||||
|
|
@ -65,6 +65,12 @@ do_shake={
|
|||
]
|
||||
}
|
||||
|
||||
[layer_names]
|
||||
|
||||
2d_physics/layer_1="Map"
|
||||
2d_physics/layer_2="Player"
|
||||
2d_physics/layer_3="Enemys"
|
||||
|
||||
[physics]
|
||||
|
||||
common/enable_pause_aware_picking=true
|
||||
|
|
Reference in a new issue