Get Map Gernation in #17
7 changed files with 81 additions and 66 deletions
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@ -1,12 +1,14 @@
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[gd_resource type="TileSet" load_steps=4 format=3 uid="uid://bj7uu2180mie3"]
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[gd_resource type="TileSet" load_steps=5 format=3 uid="uid://bj7uu2180mie3"]
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[ext_resource type="Texture2D" uid="uid://dl2qogjortsbo" path="res://Assets/Sprites/TileMap.png" id="1_cl3se"]
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[sub_resource type="NavigationPolygon" id="NavigationPolygon_fhapu"]
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[sub_resource type="NavigationPolygon" id="NavigationPolygon_l6uwm"]
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vertices = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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polygons = Array[PackedInt32Array]([PackedInt32Array(0, 1, 2, 3)])
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outlines = Array[PackedVector2Array]([PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)])
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[sub_resource type="NavigationPolygon" id="NavigationPolygon_dkm5b"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_mgef5"]
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texture = ExtResource("1_cl3se")
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texture_region_size = Vector2i(32, 32)
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@ -431,6 +433,7 @@ texture_region_size = Vector2i(32, 32)
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9:3/0/terrains_peering_bit/top_left_corner = 0
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9:3/0/terrains_peering_bit/top_side = 0
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9:3/0/terrains_peering_bit/top_right_corner = 0
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9:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_dkm5b")
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10:3/0 = 0
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10:3/0/terrain_set = 0
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10:3/0/terrain = 0
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@ -452,12 +455,21 @@ texture_region_size = Vector2i(32, 32)
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11:3/0/terrains_peering_bit/left_side = 0
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11:3/0/terrains_peering_bit/top_left_corner = 0
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11:3/0/terrains_peering_bit/top_side = 0
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10:1/next_alternative_id = 11
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10:1/0 = 0
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10:1/0/terrain_set = 0
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10:1/0/terrain = 1
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10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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10:1/0/physics_layer_0/angular_velocity = 0.0
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10:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_fhapu")
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10:1/0/terrains_peering_bit/right_side = 1
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10:1/0/terrains_peering_bit/bottom_right_corner = 1
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10:1/0/terrains_peering_bit/bottom_side = 1
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10:1/0/terrains_peering_bit/bottom_left_corner = 1
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10:1/0/terrains_peering_bit/left_side = 1
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10:1/0/terrains_peering_bit/top_left_corner = 1
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10:1/0/terrains_peering_bit/top_side = 1
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10:1/0/terrains_peering_bit/top_right_corner = 1
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10:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_l6uwm")
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[resource]
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tile_size = Vector2i(32, 32)
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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_fjlcl"]
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[sub_resource type="Image" id="Image_iaqit"]
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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_fjlcl")
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image = SubResource("Image_iaqit")
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[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_sj7h5"]
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@ -61,7 +61,6 @@ size_flags_vertical = 3
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tabs_rearrange_group = 0
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[node name="Video" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/SettingsTabs"]
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visible = false
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layout_mode = 2
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theme_override_constants/margin_left = 4
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theme_override_constants/margin_top = 4
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@ -232,6 +231,7 @@ min_value = -72.0
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max_value = 0.0
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[node name="Controls" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/SettingsTabs"]
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visible = false
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layout_mode = 2
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theme_override_constants/margin_left = 4
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theme_override_constants/margin_top = 4
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@ -1,13 +1,8 @@
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[gd_scene load_steps=12 format=3 uid="uid://cpl4tllohhyel"]
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[gd_scene load_steps=10 format=3 uid="uid://cpl4tllohhyel"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/Bunny.gd" id="1_1kj2b"]
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[ext_resource type="Texture2D" uid="uid://df2fluk0dlqar" path="res://Assets/Sprites/Bunny/bad_bunny_spritesheet.png" id="2_v8p70"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_sedmr"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_itvjj"]
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radius = 14.0
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[sub_resource type="Animation" id="Animation_6br4g"]
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resource_name = "Idle"
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tracks/0/type = "value"
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@ -116,9 +111,7 @@ _data = {
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"RESET": SubResource("Animation_mp212")
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}
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[node name="Bunny" type="CharacterBody2D" node_paths=PackedStringArray("animation_player", "agent")]
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collision_layer = 4
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collision_mask = 15
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[node name="Bunny" type="Node2D" node_paths=PackedStringArray("animation_player", "agent")]
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script = ExtResource("1_1kj2b")
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animation_player = NodePath("BunnyAnimator")
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agent = NodePath("NavigationAgent")
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@ -129,23 +122,10 @@ texture = ExtResource("2_v8p70")
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hframes = 5
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vframes = 4
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_sedmr")
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[node name="NavigationAgent" type="NavigationAgent2D" parent="."]
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path_metadata_flags = 0
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[node name="Area2D" type="Area2D" parent="."]
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collision_layer = 64
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collision_mask = 4
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource("CircleShape2D_itvjj")
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[node name="BunnyAnimator" type="AnimationPlayer" parent="."]
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libraries = {
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"": SubResource("AnimationLibrary_uuf00")
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}
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[connection signal="body_entered" from="Area2D" to="." method="_on_collision"]
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[connection signal="body_exited" from="Area2D" to="." method="_of_collision"]
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@ -1,53 +1,75 @@
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extends CharacterBody2D
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extends Node2D
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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 := 80.0
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@export var max_distance_to_player := 800.0
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@export var min_distance_to_player := 20.0
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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 := 100.0
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@export var speed := 3.0
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var health : int
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var team : int
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var player : Node2D
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var on_death_callbacks : Array
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var move_velocity : Vector2
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var next_location : Vector2
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var randomized_next_location : Vector2
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var dir : Vector2
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var spread_time : float
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var current_time : float
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var collisions : int
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var time_since_got_player := 100.0
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var time_since_got_move_location := 100.0
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var last_player_velocity := 0.0
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var last_target_position : Vector2
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var max_pos_check_time := 0.5
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var max_pos_check_time_inactive_scalar := 10.0
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var max_get_move_location_time := 0.125
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var random_goal_spread_factor := 2.5
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var random_move_location_spread_factor := 8.0
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var random_angle_change := deg_to_rad(4.0)
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func _ready():
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seed(int(str(self)))
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spread_time = randf() * 2 + 0.1
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current_time = spread_time
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pass
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func _physics_process(delta):
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current_time -= delta
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if player != null and self.global_position.distance_to(player.global_position) < max_distance_to_player and collisions <= 3:
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if current_time <= 0:
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current_time = spread_time
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agent.target_position = player.global_position
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if min_distance_to_player and agent.is_target_reachable():
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var next_location = agent.get_next_path_position() + Vector2(randf() - 0.5 * 2, randf() - 0.5 * 2)
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dir = self.global_position.direction_to(next_location).normalized()
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if self.global_position.distance_to(player.global_position) > min_distance_to_player:
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self.velocity = dir * delta * 60 * speed
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update_animation()
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if delta > 0.5:
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print(delta)
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move_and_slide()
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randomize()
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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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if time_since_got_player >= max_pos_check_time and player.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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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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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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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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self.global_position = next_location
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time_since_got_player = 10.0
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time_since_got_move_location = 10.0
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else:
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animation_player.stop()
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self.translate(move_velocity)
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else:
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animation_player.stop()
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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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last_target_position = agent.target_position
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pass
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func _on_collision(body):
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if body != self: collisions += 1
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pass
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func _of_collision(body):
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if body != self: collisions-= 1
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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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pass
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func damage(damage_amount : int):
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@ -69,13 +91,13 @@ func sub_on_death(callback : Callable):
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pass
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func update_animation():
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match self.velocity:
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match self.move_velocity:
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Vector2.ZERO: animation_player.play("Idle")
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_:
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var left_dot = Vector2.LEFT.dot(self.velocity)
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var right_dot = Vector2.RIGHT.dot(self.velocity)
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var up_dot = Vector2.UP.dot(self.velocity)
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var down_dot = Vector2.DOWN.dot(self.velocity)
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var left_dot = Vector2.LEFT.dot(self.move_velocity)
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var right_dot = Vector2.RIGHT.dot(self.move_velocity)
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var up_dot = Vector2.UP.dot(self.move_velocity)
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var down_dot = Vector2.DOWN.dot(self.move_velocity)
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var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
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match max_dot:
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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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in_wave_gen = true
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wave += 1
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bunnys = await bunny_generator.spawn_batched_wave(5.0, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 10.0, 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)
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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): bunny.queue_free())
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@ -187,6 +187,7 @@ ui_tab_right={
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2d_physics/layer_3="Bunny"
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2d_physics/layer_4="Projectile"
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2d_physics/layer_5="Layer 5"
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2d_navigation/layer_5="Map Solid"
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2d_physics/layer_7="bunny_check"
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[rendering]
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Reference in a new issue