still updating enemy movement and pathing and tweening

This commit is contained in:
2026-06-25 03:14:21 -04:00
parent 98ca292901
commit 61539e9250
5 changed files with 160 additions and 88 deletions
BIN
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Width:  |  Height:  |  Size: 250 B

+40
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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://m4wfj36twmqy"
path="res://.godot/imported/attack.png-c625624f48e39eb3c9d0bdfb20bcabb8.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Art/attack.png"
dest_files=["res://.godot/imported/attack.png-c625624f48e39eb3c9d0bdfb20bcabb8.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+49 -23
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@@ -13,7 +13,7 @@ public partial class Enemy : StaticBody2D
[Signal]
public delegate void RightClickedEventHandler(Enemy THIS);
public bool _hovered = false, _track = false, _warp = false;
public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange;
public int _damage = 1, _health = 2, _stamina, _staminaRemaining, _visibilityRange = 4, _hitRange, _attackCost = 1;
public Dictionary<string, int> _priorities = new()
{
{"attack", 0}, // 0 to 999999 reserved for attacking priorities
@@ -23,10 +23,12 @@ public partial class Enemy : StaticBody2D
public List<Vector2I> _path = new(), _pathStored = new();
public float _movement = 0;
public EnemyController _enemyController;
public Sprite2D _attack;
public override void _Ready()
{
base._Ready();
_attack = GetNode<Sprite2D>("Attack");
}
public override void _Process(double delta)
@@ -48,32 +50,38 @@ public partial class Enemy : StaticBody2D
{
base._PhysicsProcess(delta);
}
public void AnimateMovement(EnemyController CONTROLLER)
public void Attack(EnemyController CONTROLLER)
{
for (int i = 0; i < _path.Count; i++)
_attack.Visible = true;
Tween subtween = CreateTween();
subtween.TweenProperty(_attack, "global_position", Vector2.Zero, 0.5f);
subtween.TweenCallback(Callable.From(() =>
{
Tween subtween = CreateTween();
subtween.TweenProperty(this, "global_position", CONTROLLER._playArea._map.GetCellPositionFromAddress(_path[i]), 0.25f);
int key = _priorities["movement"] + i;
CONTROLLER._playerController.ChangeHealth(-1, this);
_attack.Position = Vector2.Zero;
_attack.Visible = false;
}));
int key = _priorities["attack"];
if (!CONTROLLER._tweenStages.ContainsKey(key))
{
CONTROLLER._tweenStages[key] = new();
}
CONTROLLER._tweenStages[key].Add(subtween);
if (!CONTROLLER._tweenStages.ContainsKey(key))
{
CONTROLLER._tweenStages[key] = new();
}
CONTROLLER._tweenStages[key].Add(subtween);
_staminaRemaining = Math.Max(_staminaRemaining - 2, 0);
}
public void Attack(PlayerController PLAYER)
public bool CanAttack(EnemyController CONTROLLER)
{
PLAYER.ChangeHealth(-1, this);
return _staminaRemaining > 0 && _address.Y <= _hitRange;
}
public bool CanAttack()
public bool CanMove(EnemyController CONTROLLER)
{
return _address.Y <= _hitRange;
// GD.Print(_staminaRemaining," ",_address.Y," ", CONTROLLER._playArea._map._firstOpenRow);
return _staminaRemaining > 0 && _address.Y > CONTROLLER._playArea._map._firstOpenRow;
}
public void CounterAttack(Commander COMMANDER)
@@ -81,11 +89,6 @@ public partial class Enemy : StaticBody2D
}
public virtual List<Vector2I> GetGoals(Map MAP)
{
return [.. MAP._cells.Where(c => c.Y == Math.Max(_address.Y - _visibilityRange, MAP._firstOpenRow)).Where(c => !MAP._astar.IsPointSolid(c))];
}
public virtual List<Vector2I> GetBestPath(Map MAP)
{
List<Vector2I> goals = GetGoals(MAP);
@@ -95,10 +98,33 @@ public partial class Enemy : StaticBody2D
{
paths.Add(MAP.GetPath(_address, goals[i]));
}
List<Vector2I> bestPath = paths.Where(p => p.Count > 0).OrderBy(p => p.Count).ThenBy(p => p.Last().X % 2).ToList()[0];
List<Vector2I> bestPath = paths.Where(p => p.Count > 0).OrderBy(p => p.Count).ToList()[0];
return bestPath;
}
public virtual List<Vector2I> GetGoals(Map MAP)
{
return [.. MAP._cells.Where(c => c.Y == Math.Max(_address.Y - _visibilityRange, MAP._firstOpenRow)).Where(c => !MAP._astar.IsPointSolid(c))];
}
public void Move(Vector2I PATH_STEP, EnemyController CONTROLLER)
{
CONTROLLER._playArea._map.SetCellEnemy(PATH_STEP, this);
_path.Add(PATH_STEP);
Tween subtween = CreateTween();
subtween.TweenProperty(this, "global_position", CONTROLLER._playArea._map.GetCellPositionFromAddress(PATH_STEP), 0.25f);
int key = _priorities["movement"] + CONTROLLER._actionLoop;
if (!CONTROLLER._tweenStages.ContainsKey(key))
{
CONTROLLER._tweenStages[key] = new();
}
CONTROLLER._tweenStages[key].Add(subtween);
_staminaRemaining--;
}
public void StartTurn()
{
_staminaRemaining = _stamina;
+64 -65
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@@ -7,9 +7,9 @@ using System.Threading.Tasks;
public partial class EnemyController : TurnController
{
public int _actionLoop = 0;
public PackedScene _enemyScene = GD.Load<PackedScene>("res://Enemy.tscn");
public List<Enemy> _enemies = new();
public List<Enemy> _enemies = new(), _remainingEnemies = new();
public PlayerController _playerController;
public Dictionary<int, List<Tween>> _tweenStages = new();
public Tween _tween;
@@ -19,7 +19,7 @@ public partial class EnemyController : TurnController
for (int i = 0; i < ENEMY_COUNT; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
newEnemy.Death += HandleEnemyRemoval;
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
@@ -38,13 +38,13 @@ public partial class EnemyController : TurnController
for (int i = 0; i < POSITIONS.Count; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
newEnemy.Death += HandleEnemyRemoval;
newEnemy.Clicked += HandleEnemyClick;
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._stamina = Globals._rng.Next(2,4+1);
newEnemy._hitRange = Globals._rng.Next(1,2+1);
newEnemy.Modulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 3 ? "#00FF00" : "#0000FF");
newEnemy.GetNode<Sprite2D>("Sprite2D").SelfModulate = new Color(newEnemy._stamina == 2 ? "#FF0000" : newEnemy._stamina == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
SetEnemy(newEnemy, POSITIONS[i]);
@@ -53,60 +53,36 @@ public partial class EnemyController : TurnController
}
}
public void BuildAnimationTween()
{
_tweenStages.Clear();
for (int i= 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.AnimateMovement(this);
}
_tweenStages.OrderBy(s => s.Key);
}
public void BuildEnemyPaths()
public void HandleEnemyActions()
{
_actionLoop = 0;
_tweenStages.Clear();
Map map = _playArea._map;
_enemies.ForEach(e => e._path.Clear());
while (_enemies.Any(e => e._staminaRemaining > 0))
_remainingEnemies = [.. _enemies.Where(e => e.CanMove(this) || e.CanAttack(this))];
while (_remainingEnemies.Count > 0)
{
for (int i = 0; i < _enemies.Count; i++)
for (int i = 0; i < _remainingEnemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map._firstOpenRow)
{
GD.Print(enemy._staminaRemaining <= 0, enemy._address.Y <= map._firstOpenRow);
enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
continue;
}
List<Vector2I> path = enemy.GetBestPath(map);
if (path.Count == 0)
{
enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
continue;
}
Vector2I cell = path[0];
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
enemy._staminaRemaining--;
Enemy enemy = _remainingEnemies[i];
HandleEnemyPathing(enemy);
HandleEnemyAttacking(enemy);
HandleEnemyStaminaCheck(enemy);
}
_actionLoop++;
}
}
public void EnemyAttacks()
public void HandleEnemyAttacking(Enemy ENEMY)
{
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
for (int i = 0; i < attackingEnemies.Count; i++)
if (!ENEMY.CanAttack(this))
{
Enemy enemy = attackingEnemies[i];
enemy.Attack(_playerController);
enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
return;
}
ENEMY.Attack(this);
}
@@ -128,7 +104,44 @@ public partial class EnemyController : TurnController
public void HandleEnemyRightClick(Enemy ENEMY)
{
RemoveEnemy(ENEMY);
HandleEnemyRemoval(ENEMY);
}
public void HandleEnemyPathing(Enemy ENEMY)
{
if (!ENEMY.CanMove(this))
{
return;
}
List<Vector2I> path = ENEMY.GetBestPath(_playArea._map);
if (path.Count == 0)
{
return;
}
ENEMY.Move(path[0], this);
}
public void HandleEnemyRemoval(Enemy ENEMY_TO_REMOVE)
{
_enemies.Remove(ENEMY_TO_REMOVE);
_playArea._map.SetCellEnemy(ENEMY_TO_REMOVE._address, null);
ENEMY_TO_REMOVE.QueueFree();
}
public void HandleEnemySort()
{
_enemies = [.. _enemies.OrderBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public void HandleEnemyStaminaCheck(Enemy ENEMY)
{
if (ENEMY._staminaRemaining <= 0)
{
_remainingEnemies.Remove(ENEMY);
return;
}
}
public void Initiate()
@@ -140,7 +153,8 @@ public partial class EnemyController : TurnController
public void ProcessTween()
{
_tweenStages.OrderBy(s => s.Key);
if (_tweenStages.Count <= 0)
{
return;
@@ -167,20 +181,9 @@ public partial class EnemyController : TurnController
}
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
{
_enemies.Remove(ENEMY_TO_REMOVE);
_playArea._map.SetCellEnemy(ENEMY_TO_REMOVE._address, null);
ENEMY_TO_REMOVE.QueueFree();
}
public void SortEnemies()
{
_enemies = [.. _enemies.OrderBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public override void StartTurn()
{
AddEnemies(1);
for (int i = 0; i < _enemies.Count; i++)
@@ -188,13 +191,9 @@ public partial class EnemyController : TurnController
_enemies[i].StartTurn();
}
SortEnemies();
EnemyAttacks();
HandleEnemySort();
BuildEnemyPaths();
BuildAnimationTween();
HandleEnemyActions();
ProcessTween();
}
+7
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@@ -2,6 +2,7 @@
[ext_resource type="Script" uid="uid://dfba4vq6jv0a6" path="res://Enemy.cs" id="1_4gyqm"]
[ext_resource type="Texture2D" uid="uid://nwj4n7if8kqd" path="res://Art/circle25r.png" id="1_7k104"]
[ext_resource type="Texture2D" uid="uid://m4wfj36twmqy" path="res://Art/attack.png" id="3_qi2p4"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_7k104"]
bounce = 0.5
@@ -18,8 +19,14 @@ script = ExtResource("1_4gyqm")
shape = SubResource("CircleShape2D_4gyqm")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=1941012605]
texture_filter = 1
scale = Vector2(0.5, 0.5)
texture = ExtResource("1_7k104")
[node name="Attack" type="Sprite2D" parent="." unique_id=1776738311]
visible = false
texture_filter = 1
texture = ExtResource("3_qi2p4")
[connection signal="mouse_entered" from="." to="." method="OnMouseEntered"]
[connection signal="mouse_exited" from="." to="." method="OnMouseExited"]