Merge pull request 'dev-health-attack2' (#66) from dev-health-attack2 into dev-base
Reviewed-on: #66
This commit is contained in:
commit
6c5c5138c2
10 changed files with 68 additions and 36 deletions
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@ -41,7 +41,7 @@
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[ext_resource type="StyleBox" uid="uid://0jfr1uwuog0s" path="res://Assets/UI/Slider/v/background.tres" id="39_dl1e4"]
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[ext_resource type="FontFile" uid="uid://dqdeftjkwxe64" path="res://Assets/Fonts/Dogica/dogicapixel.ttf" id="40_bmcvq"]
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[sub_resource type="Image" id="Image_iuu86"]
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[sub_resource type="Image" id="Image_dx2gc"]
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data = {
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"data": PackedByteArray(255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 64, 255, 255, 255, 64, 255, 255, 255, 0),
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"format": "RGBA8",
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@ -51,7 +51,7 @@ data = {
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}
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[sub_resource type="ImageTexture" id="ImageTexture_g5bup"]
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image = SubResource("Image_iuu86")
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image = SubResource("Image_dx2gc")
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[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_sj7h5"]
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@ -1,12 +1,12 @@
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[gd_scene load_steps=17 format=3 uid="uid://c4btepmue6d7p"]
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[gd_scene load_steps=17 format=3 uid="uid://cg4xag5jx65kg"]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_38041"]
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[ext_resource type="Script" path="res://Scripts/GameManager.gd" id="1_t708k"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_ope8r"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_o045y"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="4_hpafd"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="5_d2cbj"]
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[ext_resource type="Texture2D" uid="uid://ojlfqxj5bilo" path="res://Assets/Sprites/Jesus/jesus_spritesheet.png" id="6_p526i"]
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[ext_resource type="Script" path="res://Scripts/Player.gd" id="6_q3xml"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="7_mtrts"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="8_fp1vx"]
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@ -119,10 +119,11 @@ _data = {
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"RESET": SubResource("Animation_o3hln")
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}
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[node name="GameManager" type="Node2D" node_paths=PackedStringArray("map_generator", "bunny_generator")]
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[node name="GameManager" type="Node2D" node_paths=PackedStringArray("map_generator", "bunny_generator", "player")]
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script = ExtResource("1_t708k")
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map_generator = NodePath("Map Generator")
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bunny_generator = NodePath("Bunny Generator")
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player = NodePath("Player")
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[node name="Map Generator" type="TileMap" parent="."]
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scale = Vector2(1.5, 1.5)
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@ -141,7 +142,7 @@ player = NodePath("../Player")
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[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
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position = Vector2(1440, 810)
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collision_layer = 0
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script = ExtResource("5_d2cbj")
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script = ExtResource("6_q3xml")
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animation_player = NodePath("Player Animator")
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[node name="Player Sprite" type="Sprite2D" parent="Player"]
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@ -1,11 +1,11 @@
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[gd_scene load_steps=17 format=3 uid="uid://dkcl1ycmxpilw"]
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[gd_scene load_steps=17 format=3]
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[ext_resource type="Script" path="res://Scripts/GameManager.gd" id="1_1tmfd"]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="2_bqk0y"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="3_n0wjg"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="4_0by8r"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="5_ghq1m"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="6_o5qq4"]
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[ext_resource type="Script" path="res://Scripts/Player.gd" id="6_o5qq4"]
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[ext_resource type="Texture2D" uid="uid://ojlfqxj5bilo" path="res://Assets/Sprites/Jesus/jesus_spritesheet.png" id="7_we2bi"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="8_p0li1"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="9_k5fai"]
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@ -1,11 +1,11 @@
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[gd_scene load_steps=19 format=3 uid="uid://beio3828jo4ht"]
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[gd_scene load_steps=19 format=3]
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[ext_resource type="Script" path="res://Scripts/GameManager.gd" id="1_nh5gk"]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="2_ws3yx"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="3_335m3"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="4_38mjq"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="5_24kvo"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="6_1tkxe"]
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[ext_resource type="Script" path="res://Scripts/Player.gd" id="6_1tkxe"]
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[ext_resource type="Texture2D" uid="uid://ojlfqxj5bilo" path="res://Assets/Sprites/Jesus/jesus_spritesheet.png" id="7_6m0we"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="8_ohifd"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="9_unx3c"]
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@ -1,10 +1,10 @@
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[gd_scene load_steps=16 format=3 uid="uid://cugui0mjc6cfe"]
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[gd_scene load_steps=16 format=3]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_s4utw"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_yhpwh"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_dvklj"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="4_0fyd5"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="5_uv7bh"]
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[ext_resource type="Script" path="res://Scripts/Player.gd" id="5_uv7bh"]
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[ext_resource type="Texture2D" uid="uid://ojlfqxj5bilo" path="res://Assets/Sprites/Jesus/jesus_spritesheet.png" id="6_es2l8"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="7_8kdie"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="8_wx0kk"]
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@ -2,14 +2,19 @@ extends CharacterBody2D
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class_name Bunny
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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 agent : NavigationAgent2D
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@export var speed := 3.0
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var health : 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 player : Node2D
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var target : Node2D
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var on_death_callbacks : Array
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var move_velocity : Vector2
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@ -34,24 +39,25 @@ var random_angle_change := deg_to_rad(4.0)
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func _ready():
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pass
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func _physics_process(delta):
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randomize()
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func _physics_process(delta : float):
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if target == null: return
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if abs(player.velocity.length() - last_player_velocity) > 100.0:
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randomize()
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if abs(target.velocity.length() - last_player_velocity) > 100.0:
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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 target.velocity.length() > 0.1:
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time_since_got_player = randf() * max_pos_check_time * 0.5
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update_target_pos()
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if time_since_got_player >= max_pos_check_time * max_pos_check_time_inactive_scalar and player.velocity.length() < 0.1:
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if time_since_got_player >= max_pos_check_time * max_pos_check_time_inactive_scalar and target.velocity.length() < 0.1:
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time_since_got_player = -(randf() * max_pos_check_time * 0.5)
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update_target_pos()
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if self.global_position.distance_to(player.global_position) < max_distance_to_player and time_since_got_move_location > max_get_move_location_time:
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if self.global_position.distance_to(target.global_position) < max_distance_to_player and time_since_got_move_location > max_get_move_location_time:
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time_since_got_move_location = 0
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if agent.is_target_reachable():
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next_location = agent.get_next_path_position()
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randomized_next_location = next_location + Vector2(randf() - 0.5, randf() - 0.5 ) * 2 * random_move_location_spread_factor
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dir = self.global_position.direction_to(randomized_next_location).normalized().rotated((randf() - 0.5) * 2 * random_angle_change)
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if self.global_position.distance_to(player.global_position) >= min_distance_to_player:
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if self.global_position.distance_to(target.global_position) >= min_distance_to_player:
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move_velocity = dir * delta * 60 * speed
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update_animation()
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if self.global_position.distance_to(next_location) < move_velocity.length():
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@ -62,22 +68,30 @@ func _physics_process(delta):
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move_and_collide(move_velocity)
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else:
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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_move_location += delta
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last_player_velocity = player.velocity.length()
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time_since_last_attack += delta
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last_player_velocity = target.velocity.length()
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last_target_position = agent.target_position
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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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target.damage(damage)
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pass
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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(target.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor
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pass
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func damage(damage_amount : int):
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func take_damage(damage_amount : int):
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health -= damage_amount
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if(health <= 0): on_death()
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pass
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func heal(health_amount : int):
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func get_heal(health_amount : int):
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self.health += health_amount
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pass
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@ -6,16 +6,17 @@ class_name BunnyGenerator
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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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func spawn_bunny(pos : Vector2, team : int, health : 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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self.add_child(bunny)
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bunny.global_position = pos
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bunny.health = health
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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.player = player
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return bunny
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func spawn_wave(free_tiles : Array, team: int, amount : int, health : 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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# Make Sure that no possitions to near to the player are insdie of the list
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@ -27,19 +28,19 @@ func spawn_wave(free_tiles : Array, team: int, amount : int, health : int) -> Ar
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for i in amount:
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var pos = free_tiles.pick_random()
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free_tiles.erase(pos)
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var bunny = spawn_bunny(pos, team, health)
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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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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) -> 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 batch_count = ceil(amount / batch_size)
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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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for s in batch_count:
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bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health)
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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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bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health)
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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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return bunnys
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@ -2,6 +2,7 @@ extends Node2D
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@export var map_generator : Node
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@export var bunny_generator : Node
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@export var player : Node
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var bunnys = []
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var gen_data : Dictionary
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@ -17,9 +18,17 @@ func _process(_delta):
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if bunnys.size() == 0 and !in_wave_gen:
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in_wave_gen = true
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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)
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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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bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
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bunny.target = get_enemy_target(bunny.team)
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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in_wave_gen = false
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pass
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func get_enemy_target(own_team : int) -> Node:
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match own_team:
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TEAM.EVIL: return player
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TEAM.GOOD: return null
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_: return null
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pass
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@ -1,7 +1,8 @@
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extends CharacterBody2D
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@export var speed = 200
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@export_range(0, 1) var damping_factor = 0.6
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@export var speed := 200.0
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@export var health := 100
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@export_range(0, 1) var damping_factor := 0.6
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@export var animation_player : AnimationPlayer
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func _physics_process(delta : float):
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@ -42,3 +43,9 @@ func update_player_animation():
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up_dot: animation_player.play("MoveUp")
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down_dot: animation_player.play("MoveDown")
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pass
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func damage(amount : int):
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health -= amount
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if(health <= 0): print("Player Dead")
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pass
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@ -30,7 +30,7 @@ func _on_collision(body):
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queue_free()
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if collided_layer & bunny_collision_layer:
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var bunny = body as Bunny
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bunny.damage(damage)
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bunny.take_damage(damage)
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queue_free()
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pass
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