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2DHackAndSlay/Scripts/Enemy/EnemyController.gd
Snoweuph b410c97074
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dev-base (#36)
Co-authored-by: snoweuph <snow+git@euph.email>
Co-authored-by: Platinwing <csaeume@gmail.com>
Reviewed-on: #36
2023-04-05 21:01:02 +00:00

132 lines
3.7 KiB
GDScript

extends RigidBody2D
@export_group("Movement Properties")
@export var speed := 100.0
@export var turn_speed := 25.0
@export_group("Vision Properties")
@export var ray : RayCast2D
@export_flags_2d_physics var player_collision_layer := 2
@export var max_view_distance := 120.0
@export_range(0.0, 360.0) var angle_cone_of_vision := 120.0
@export_range(0, 72) var sweeping_steps := 34.0
@export var debug_vision := false
@export_group("Behaviour Properties")
@export var follow_keep_distance := 30.0
enum STATES {
IDLE,
TARGETING
}
var state : STATES
var target_positons : Array
var target_distance : float
func _ready():
# Set Raycast into view Direction
ray.target_position = Vector2(max_view_distance, 0)
pass
func swipe_view() -> Array:
# 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
target_positons.clear()
# Reset Targets distance to Infinity
target_distance = INF
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()
# Break if No relevant Collision
if collision_layer & player_collision_layer > 0:
# Checking Collision Layer
hit_angles.append(ray.rotation_degrees)
target_positons.append(to_local(ray.get_collision_point()))
# Check distance
target_distance = min(target_distance, ray.get_collision_point().distance_to(self.global_position))
# Rotate Ray
ray.rotation_degrees += angle_cone_of_vision / sweeping_steps
return hit_angles
func look_at_player(delta : float) -> 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 0
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)
return average_angle
func follow_player(angle : float, delta : float):
if(target_distance > follow_keep_distance):
self.apply_central_force(Vector2.RIGHT.rotated(self.rotation).rotated(deg_to_rad(angle)) * speed * delta * 60)
pass
func _physics_process(delta: float):
var angle := look_at_player(delta)
match state:
STATES.TARGETING:
follow_player(angle, delta)
STATES.IDLE:
# Do Idle Stuff
print("Dam, Nice a pause, time for a Coffee")
pass
func _process(delta: float):
if debug_vision:
queue_redraw()
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
for pos in target_positons:
self.draw_circle(pos, 1, Color.RED)
pass