Adding Bunny Attackspeed and Basic Attack Logic
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71e3b6ae4a
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3 changed files with 22 additions and 10 deletions
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@ -2,13 +2,17 @@ extends CharacterBody2D
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class_name Bunny
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class_name Bunny
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@export var animation_player : AnimationPlayer
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@export var animation_player : AnimationPlayer
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@export var min_distance_to_player := 20.0
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@export var min_distance_to_player := 10.0
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@export var max_distance_to_player := 500.0
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@export var max_distance_to_player := 500.0
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@export var agent : NavigationAgent2D
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@export var agent : NavigationAgent2D
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@export var speed := 3.0
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@export var speed := 3.0
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var health : int
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var health : int
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var damage : int
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var damage : int
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var attack_speed : float
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var time_since_last_attack : float
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var team : int
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var team : int
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var player : Node2D
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var player : Node2D
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@ -35,9 +39,8 @@ var random_angle_change := deg_to_rad(4.0)
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func _ready():
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func _ready():
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pass
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pass
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func _physics_process(delta):
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func _physics_process(delta : float):
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randomize()
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randomize()
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if abs(player.velocity.length() - last_player_velocity) > 100.0:
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if abs(player.velocity.length() - last_player_velocity) > 100.0:
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time_since_got_player = max_pos_check_time
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time_since_got_player = max_pos_check_time
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if time_since_got_player >= max_pos_check_time and player.velocity.length() > 0.1:
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if time_since_got_player >= max_pos_check_time and player.velocity.length() > 0.1:
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@ -63,11 +66,19 @@ func _physics_process(delta):
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move_and_collide(move_velocity)
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move_and_collide(move_velocity)
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else:
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else:
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animation_player.stop()
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animation_player.stop()
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update_attack(delta)
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time_since_got_player += delta
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time_since_got_player += delta
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time_since_got_move_location += delta
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time_since_got_move_location += delta
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time_since_last_attack += delta
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last_player_velocity = player.velocity.length()
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last_player_velocity = player.velocity.length()
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last_target_position = agent.target_position
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last_target_position = agent.target_position
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pass
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pass
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func update_attack(delta : float):
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if time_since_last_attack >= attack_speed:
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time_since_last_attack = 0
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print("bunny attacking with: " + str(damage) + " damage")
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pass
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func update_target_pos():
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func update_target_pos():
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agent.target_position = Vector2(player.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor
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agent.target_position = Vector2(player.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor
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@ -6,17 +6,18 @@ class_name BunnyGenerator
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@export var player_save_distance : float = 400
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@export var player_save_distance : float = 400
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@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
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@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
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func spawn_bunny(pos : Vector2, team : int, health : int, damage : int) -> Bunny:
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func spawn_bunny(pos : Vector2, team : int, health : int, damage : int, attack_speed : float) -> Bunny:
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var bunny = BunnyPrefab.instantiate()
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var bunny = BunnyPrefab.instantiate()
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self.add_child(bunny)
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self.add_child(bunny)
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bunny.global_position = pos
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bunny.global_position = pos
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bunny.health = health
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bunny.health = health
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bunny.damage = damage
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bunny.damage = damage
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bunny.attack_speed = attack_speed
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bunny.team = team
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bunny.team = team
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bunny.player = player
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bunny.player = player
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return bunny
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return bunny
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func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damage : int) -> Array:
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func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damage : int, attack_speed : float) -> Array:
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var bunnys = []
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var bunnys = []
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# Make Sure that no possitions to near to the player are insdie of the list
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# Make Sure that no possitions to near to the player are insdie of the list
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@ -28,19 +29,19 @@ func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damag
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for i in amount:
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for i in amount:
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var pos = free_tiles.pick_random()
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var pos = free_tiles.pick_random()
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free_tiles.erase(pos)
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free_tiles.erase(pos)
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var bunny = spawn_bunny(pos, team, health, damage)
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var bunny = spawn_bunny(pos, team, health, damage, attack_speed)
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bunnys.push_back(bunny)
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bunnys.push_back(bunny)
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return bunnys
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return bunnys
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func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int, damage : int) -> Array:
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func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int, damage : int, attack_speed : float) -> Array:
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var bunnys = []
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var bunnys = []
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var batch_count = ceil(amount / batch_size)
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var batch_count = ceil(amount / batch_size)
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var actual_batch_size = floor(amount / batch_count)
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var actual_batch_size = floor(amount / batch_count)
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var last_batch_size = amount - batch_size * batch_count
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var last_batch_size = amount - batch_size * batch_count
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for s in batch_count:
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for s in batch_count:
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bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health, damage)
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bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health, damage, attack_speed)
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await get_tree().create_timer(batch_delay).timeout
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await get_tree().create_timer(batch_delay).timeout
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bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health, damage)
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bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health, damage, attack_speed)
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await get_tree().create_timer(batch_delay).timeout
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await get_tree().create_timer(batch_delay).timeout
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return bunnys
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return bunnys
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@ -17,7 +17,7 @@ func _process(_delta):
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if bunnys.size() == 0 and !in_wave_gen:
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if bunnys.size() == 0 and !in_wave_gen:
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in_wave_gen = true
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in_wave_gen = true
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wave += 1
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wave += 1
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bunnys = await bunny_generator.spawn_batched_wave(25, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 250, 3, 1)
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bunnys = await bunny_generator.spawn_batched_wave(25, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 250, 3, 1, 5.0)
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for bunny in bunnys:
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for bunny in bunnys:
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bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
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bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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