updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.

This commit is contained in:
2026-06-05 03:48:07 -04:00
parent 0cbc6cbfc7
commit 12b565715a
19 changed files with 360 additions and 46 deletions
+49 -11
View File
@@ -27,10 +27,29 @@ public partial class EnemyController : TurnController
AddChild(newEnemy);
}
}
public void AddEnemies(List<Vector2I> POSITIONS)
{
for (int i = 0; i < POSITIONS.Count; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
WarpEnemy(newEnemy, POSITIONS[i]);
_enemies.Add(newEnemy);
AddChild(newEnemy);
}
}
public void Initiate()
{
AddEnemies(3);
List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
AddEnemies(positions);
}
public void MoveEnemies()
@@ -38,36 +57,51 @@ public partial class EnemyController : TurnController
Tween tween = CreateTween();
tween.SetParallel();
Dictionary<Enemy, List<Vector2I>> enemyPaths = new();
Dictionary<Enemy, int> enemyOffsets = new();
_enemies = [.. _enemies.OrderBy(e => e._address.Y).ThenBy(e => e._address.X)];
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
List<Vector2I> path = _playArea._map.GetPath(enemy._address, new Vector2I(enemy._address.X, _playArea._map._minY));
enemyPaths[enemy] = path;
enemyOffsets[enemy] = 0;
}
int maxSpeed = _enemies.Max(e => e._speed);
for (int i = 0; i < maxSpeed; i++)
{
for (int j = 0; j < enemyPaths.Count; j++)
for (int j = 0; j < _enemies.Count; j++)
{
Enemy enemy = enemyPaths.ElementAt(j).Key;
if (i >= enemy._speed)
Enemy enemy = _enemies[j];
int offset = enemyOffsets[enemy];
if (i >= enemy._speed - offset)
{
continue;
}
List<Vector2I> path = enemyPaths.ElementAt(j).Value;
Vector2I cell = path[i];
enemy._address = cell;
if (j == 0)
List<Vector2I> path = enemyPaths[enemy];
Vector2I cell = path[i - offset];
if (_playArea._map.GetOccupant(cell) == null)
{
tween.Chain();
_playArea._map.SetCellEnemy(enemy._address, null);
enemy._address = cell;
_playArea._map.SetCellEnemy(enemy._address, enemy);
if (j == 0)
{
tween.Chain();
}
else
{
tween.Parallel();
}
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
}
else
{
tween.Parallel();
enemyOffsets[enemy]++;
}
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f);
}
}
@@ -90,7 +124,11 @@ public partial class EnemyController : TurnController
public void WarpEnemy(Enemy ENEMY, Vector2I CELL)
{
_playArea._map.SetCellEnemy(ENEMY._address, null);
ENEMY._address = CELL;
_playArea._map.SetCellEnemy(ENEMY._address, ENEMY);
ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
}
}