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5 commits

9 changed files with 235 additions and 56 deletions

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dx5k5qa1pwbfl"
path="res://.godot/imported/basic_enemy.png-86528a00f666ed79fdb26797653efdd4.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/Textures/basic_enemy.png"
dest_files=["res://.godot/imported/basic_enemy.png-86528a00f666ed79fdb26797653efdd4.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View file

@ -28,7 +28,7 @@ texture = ExtResource("1")
0:1/0/terrains_peering_bit/top_right_corner = 0
0:2/size_in_atlas = Vector2i(1, 2)
0:2/0 = 0
0:2/0/texture_offset = Vector2i(0, -8)
0:2/0/texture_origin = Vector2i(0, -8)
0:2/0/terrain_set = 0
0:2/0/terrain = 0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -40,7 +40,7 @@ texture = ExtResource("1")
0:2/0/terrains_peering_bit/top_right_corner = 0
1:2/size_in_atlas = Vector2i(1, 2)
1:2/0 = 0
1:2/0/texture_offset = Vector2i(0, -8)
1:2/0/texture_origin = Vector2i(0, -8)
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -99,7 +99,7 @@ texture = ExtResource("1")
2:1/0/terrains_peering_bit/top_side = 0
2:2/size_in_atlas = Vector2i(1, 2)
2:2/0 = 0
2:2/0/texture_offset = Vector2i(0, -8)
2:2/0/texture_origin = Vector2i(0, -8)
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -198,7 +198,7 @@ texture = ExtResource("1")
5:1/0/terrains_peering_bit/top_side = 0
5:2/size_in_atlas = Vector2i(1, 2)
5:2/0 = 0
5:2/0/texture_offset = Vector2i(0, -8)
5:2/0/texture_origin = Vector2i(0, -8)
5:2/0/terrain_set = 0
5:2/0/terrain = 0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -259,7 +259,7 @@ texture = ExtResource("1")
7:1/0/terrains_peering_bit/left_side = 0
7:2/size_in_atlas = Vector2i(1, 2)
7:2/0 = 0
7:2/0/texture_offset = Vector2i(0, -8)
7:2/0/texture_origin = Vector2i(0, -8)
7:2/0/terrain_set = 0
7:2/0/terrain = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -271,7 +271,7 @@ texture = ExtResource("1")
7:2/0/terrains_peering_bit/top_side = 0
6:2/size_in_atlas = Vector2i(1, 2)
6:2/0 = 0
6:2/0/texture_offset = Vector2i(0, -8)
6:2/0/texture_origin = Vector2i(0, -8)
6:2/0/terrain_set = 0
6:2/0/terrain = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -283,7 +283,7 @@ texture = ExtResource("1")
6:2/0/terrains_peering_bit/top_side = 0
19:2/size_in_atlas = Vector2i(1, 2)
19:2/0 = 0
19:2/0/texture_offset = Vector2i(0, -8)
19:2/0/texture_origin = Vector2i(0, -8)
19:2/0/terrain_set = 0
19:2/0/terrain = 1
19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -295,7 +295,7 @@ texture = ExtResource("1")
19:2/0/terrains_peering_bit/top_side = 1
18:2/size_in_atlas = Vector2i(1, 2)
18:2/0 = 0
18:2/0/texture_offset = Vector2i(0, -8)
18:2/0/texture_origin = Vector2i(0, -8)
18:2/0/terrain_set = 0
18:2/0/terrain = 1
18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -307,7 +307,7 @@ texture = ExtResource("1")
18:2/0/terrains_peering_bit/top_side = 1
17:2/size_in_atlas = Vector2i(1, 2)
17:2/0 = 0
17:2/0/texture_offset = Vector2i(0, -8)
17:2/0/texture_origin = Vector2i(0, -8)
17:2/0/terrain_set = 0
17:2/0/terrain = 1
17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -344,7 +344,7 @@ texture = ExtResource("1")
15:2/0/terrains_peering_bit/top_right_corner = 1
14:2/size_in_atlas = Vector2i(1, 2)
14:2/0 = 0
14:2/0/texture_offset = Vector2i(0, -8)
14:2/0/texture_origin = Vector2i(0, -8)
14:2/0/terrain_set = 0
14:2/0/terrain = 1
14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -382,7 +382,7 @@ texture = ExtResource("1")
15:3/0/terrains_peering_bit/top_right_corner = 1
13:2/size_in_atlas = Vector2i(1, 2)
13:2/0 = 0
13:2/0/texture_offset = Vector2i(0, -8)
13:2/0/texture_origin = Vector2i(0, -8)
13:2/0/terrain_set = 0
13:2/0/terrain = 1
13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -395,7 +395,7 @@ texture = ExtResource("1")
13:2/0/terrains_peering_bit/top_right_corner = 1
12:2/size_in_atlas = Vector2i(1, 2)
12:2/0 = 0
12:2/0/texture_offset = Vector2i(0, -8)
12:2/0/texture_origin = Vector2i(0, -8)
12:2/0/terrain_set = 0
12:2/0/terrain = 1
12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -559,7 +559,7 @@ texture = ExtResource("1")
12:1/0/terrains_peering_bit/top_right_corner = 1
8:2/size_in_atlas = Vector2i(1, 2)
8:2/0 = 0
8:2/0/texture_offset = Vector2i(0, -8)
8:2/0/texture_origin = Vector2i(0, -8)
8:2/0/terrain_set = 0
8:2/0/terrain = 0
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -765,7 +765,7 @@ texture = ExtResource("1")
20:1/0/terrains_peering_bit/top_side = 1
20:2/size_in_atlas = Vector2i(1, 2)
20:2/0 = 0
20:2/0/texture_offset = Vector2i(0, -8)
20:2/0/texture_origin = Vector2i(0, -8)
20:2/0/terrain_set = 0
20:2/0/terrain = 1
20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -874,7 +874,7 @@ texture = ExtResource("1")
0:4/0/terrains_peering_bit/bottom_side = 0
1:4/size_in_atlas = Vector2i(1, 2)
1:4/0 = 0
1:4/0/texture_offset = Vector2i(0, -8)
1:4/0/texture_origin = Vector2i(0, -8)
1:4/0/terrain_set = 0
1:4/0/terrain = 0
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -883,7 +883,7 @@ texture = ExtResource("1")
1:4/0/terrains_peering_bit/top_side = 0
2:4/size_in_atlas = Vector2i(1, 2)
2:4/0 = 0
2:4/0/texture_offset = Vector2i(0, -8)
2:4/0/texture_origin = Vector2i(0, -8)
2:4/0/terrain_set = 0
2:4/0/terrain = 0
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -892,7 +892,7 @@ texture = ExtResource("1")
2:4/0/terrains_peering_bit/right_side = 0
3:4/size_in_atlas = Vector2i(1, 2)
3:4/0 = 0
3:4/0/texture_offset = Vector2i(0, -8)
3:4/0/texture_origin = Vector2i(0, -8)
3:4/0/terrain_set = 0
3:4/0/terrain = 0
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -912,7 +912,7 @@ texture = ExtResource("1")
4:4/0/terrains_peering_bit/left_side = 0
5:4/size_in_atlas = Vector2i(1, 2)
5:4/0 = 0
5:4/0/texture_offset = Vector2i(0, -8)
5:4/0/texture_origin = Vector2i(0, -8)
5:4/0/terrain_set = 0
5:4/0/terrain = 0
5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -954,7 +954,7 @@ texture = ExtResource("1")
12:4/0/terrains_peering_bit/bottom_side = 1
13:4/size_in_atlas = Vector2i(1, 2)
13:4/0 = 0
13:4/0/texture_offset = Vector2i(0, -8)
13:4/0/texture_origin = Vector2i(0, -8)
13:4/0/terrain_set = 0
13:4/0/terrain = 1
13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -963,7 +963,7 @@ texture = ExtResource("1")
13:4/0/terrains_peering_bit/top_side = 1
14:4/size_in_atlas = Vector2i(1, 2)
14:4/0 = 0
14:4/0/texture_offset = Vector2i(0, -8)
14:4/0/texture_origin = Vector2i(0, -8)
14:4/0/terrain_set = 0
14:4/0/terrain = 1
14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -972,7 +972,7 @@ texture = ExtResource("1")
14:4/0/terrains_peering_bit/right_side = 1
15:4/size_in_atlas = Vector2i(1, 2)
15:4/0 = 0
15:4/0/texture_offset = Vector2i(0, -8)
15:4/0/texture_origin = Vector2i(0, -8)
15:4/0/terrain_set = 0
15:4/0/terrain = 1
15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -992,7 +992,7 @@ texture = ExtResource("1")
16:4/0/terrains_peering_bit/left_side = 1
17:4/size_in_atlas = Vector2i(1, 2)
17:4/0 = 0
17:4/0/texture_offset = Vector2i(0, -8)
17:4/0/texture_origin = Vector2i(0, -8)
17:4/0/terrain_set = 0
17:4/0/terrain = 1
17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -1140,7 +1140,7 @@ texture = ExtResource("1")
0:6/0/terrains_peering_bit/left_side = 0
1:6/size_in_atlas = Vector2i(1, 2)
1:6/0 = 0
1:6/0/texture_offset = Vector2i(0, -8)
1:6/0/texture_origin = Vector2i(0, -8)
1:6/0/terrain_set = 0
1:6/0/terrain = 0
1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -1178,7 +1178,7 @@ texture = ExtResource("1")
4:6/0/terrains_peering_bit/left_side = 0
5:6/size_in_atlas = Vector2i(1, 2)
5:6/0 = 0
5:6/0/texture_offset = Vector2i(0, -8)
5:6/0/texture_origin = Vector2i(0, -8)
5:6/0/terrain_set = 0
5:6/0/terrain = 0
5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -1216,7 +1216,7 @@ texture = ExtResource("1")
12:6/0/terrains_peering_bit/left_side = 1
13:6/size_in_atlas = Vector2i(1, 2)
13:6/0 = 0
13:6/0/texture_offset = Vector2i(0, -8)
13:6/0/texture_origin = Vector2i(0, -8)
13:6/0/terrain_set = 0
13:6/0/terrain = 1
13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -1254,7 +1254,7 @@ texture = ExtResource("1")
16:6/0/terrains_peering_bit/left_side = 1
17:6/size_in_atlas = Vector2i(1, 2)
17:6/0 = 0
17:6/0/texture_offset = Vector2i(0, -8)
17:6/0/texture_origin = Vector2i(0, -8)
17:6/0/terrain_set = 0
17:6/0/terrain = 1
17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -1804,6 +1804,7 @@ texture = ExtResource("1")
[resource]
physics_layer_0/collision_layer = 1
physics_layer_0/collision_mask = 0
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Colony Blue"
terrain_set_0/terrain_0/color = Color(0, 0.384314, 0.721569, 1)

File diff suppressed because one or more lines are too long

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@ -0,0 +1,107 @@
extends Node2D
@export_group("Movement Properties")
@export var speed = 25
@export var turn_speed = 25
@export_group("Vision Properties")
@export var ray : RayCast2D
@export_flags_2d_physics var player_collision_layer := 2
@export var max_view_distance := 50
@export_range(0.0, 360.0) var angle_cone_of_vision : float = 120
@export_range(0, 72) var sweeping_steps : int = 24
@export var debug_vision := false
enum STATES {
IDLE,
TARGETING
}
var state : STATES
# Only used for Debugging purposes right now
var player_positions : Array
func _ready():
# Set Raycast into view Direction
ray.target_position = Vector2(max_view_distance, 0)
pass
func swipe_view():
# Set Raycast to starting position
ray.rotation_degrees = -angle_cone_of_vision / 2
# Create Array to Store Angles of Hits
var hit_angles : Array
# Clear Player Positions Array
player_positions.clear()
for step in sweeping_steps + 1:
# Check Ray
ray.force_raycast_update()
if ray.is_colliding():
# Get Collider
var collider = ray.get_collider()
var collider_class = collider.get_class()
var collision_layer : int
# Get Collision Layer
if collider_class == "TileMap":
collider = collider as TileMap
collision_layer = collider.tile_set.get_physics_layer_collision_layer(0)
else:
collision_layer = collider.get_collision_layer()
# Checking Collision Layer
if collision_layer & player_collision_layer > 0:
hit_angles.append(ray.rotation_degrees)
player_positions.append(to_local(ray.get_collision_point()))
# Rotate Ray
ray.rotation_degrees += angle_cone_of_vision / sweeping_steps
return hit_angles
func look_at_player(delta : float):
# Get All Angles at which the Player can be seen
var hit_angles = swipe_view()
# If The Player cant be seen, return and do nothing
if hit_angles.size() <= 0:
state = STATES.IDLE
return
state = STATES.TARGETING
# Calculate Average Angle Of Player
var average_angle : float
for angle in hit_angles:
average_angle += angle
average_angle /= hit_angles.size()
# Rotate towards Player, but limit it by rotation speed
self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed)
pass
func _physics_process(delta):
look_at_player(delta)
pass
func _draw():
# Draw a Debug Arc in case that Debug Vision is enabled
if debug_vision:
# Draw All Ray Positions
var angle = -angle_cone_of_vision / 2
for step in sweeping_steps + 1:
self.draw_line(Vector2(), Vector2(max_view_distance,0).rotated(deg_to_rad(angle)), Color.DARK_RED, 0.5, false)
angle += angle_cone_of_vision / sweeping_steps
# 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 state == STATES.TARGETING:
for pos in player_positions:
self.draw_circle(pos, 4, Color.ORANGE_RED)
queue_redraw()
pass

View file

@ -0,0 +1,16 @@
extends CharacterBody2D
@export var speed = 50
func get_move_vector():
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
return input_direction
func _physics_process(delta):
# Set Velcoity to Move Vector times speed
self.velocity = get_move_vector() * speed
# Do the Physics-Calculations of the Player
self.move_and_slide()
pass

View file

@ -1,18 +0,0 @@
extends CharacterBody2D
@export var speed = 50
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func get_input():
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input_direction * speed
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
get_input()
move_and_slide()

View file

@ -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