still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell

This commit is contained in:
2026-06-09 03:15:35 -04:00
parent 813ca5f633
commit 7a10f4a9fc
10 changed files with 288 additions and 326 deletions
+11 -2
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@@ -7,11 +7,20 @@ public partial class Bucket : Node2D
[Signal] [Signal]
public delegate void AttackEnteredEventHandler(Attack ATTACK); public delegate void AttackEnteredEventHandler(Attack ATTACK);
public int _minX = -500, _maxX = 500, _movementSign = 1, _movementSpeed = 3; public int _minX = -500, _maxX = 500, _movementSign = 1, _movementSpeed = 3;
public Vector2 _startPoisition;
public override void _Ready()
{
base._Ready();
_startPoisition = GlobalPosition;
}
public void Move() public void Move()
{ {
Position += new Vector2(_movementSign * _movementSpeed, 0); GlobalPosition += new Vector2(_movementSign * _movementSpeed, 0);
if (Position.X >= _maxX || Position.X <= _minX) Vector2 offset = _startPoisition - GlobalPosition;
if (offset.X >= _maxX || offset.X <= _minX)
{ {
_movementSign *= -1; _movementSign *= -1;
} }
+1 -1
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@@ -7,7 +7,7 @@ public partial class Enemy : StaticBody2D
{ {
[Signal] [Signal]
public delegate void DeathEventHandler(Enemy THIS); public delegate void DeathEventHandler(Enemy THIS);
public bool _hovered = false; public bool _hovered = false, _track = false;
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4; public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4;
public Vector2I _address, _range = Vector2I.Up; public Vector2I _address, _range = Vector2I.Up;
public List<Vector2I> _path = new(); public List<Vector2I> _path = new();
+99 -59
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@@ -1,6 +1,7 @@
using Godot; using Godot;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq; using System.Linq;
public partial class EnemyController : TurnController public partial class EnemyController : TurnController
@@ -46,50 +47,110 @@ public partial class EnemyController : TurnController
} }
public Vector2I GetBestGoal(Enemy ENEMY, Vector2I GOAL)
{
Vector2I goal = GOAL;
while (_playArea._map.IsRowFull(goal.Y))
{
goal.Y++;
}
int loop = 0;
while (_playArea._map.HasOccupant(goal))
{
Vector2I leftGoal = new (Math.Clamp(ENEMY._address.X - loop / 2 - 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
Vector2I rightGoal = new (Math.Clamp(ENEMY._address.X + loop / 2 + 1, _playArea._map._minX, _playArea._map._maxX), goal.Y);
List<Vector2I> leftPath = _playArea._map.GetPath(ENEMY._address, leftGoal);
List<Vector2I> rightPath = _playArea._map.GetPath(ENEMY._address, rightGoal);
if (rightPath.Count < leftPath.Count && !_playArea._map.HasOccupant(rightGoal))
{
goal = rightGoal;
}
else if (leftPath.Count < rightPath.Count && !_playArea._map.HasOccupant(leftGoal))
{
goal = leftGoal;
}
else if (!_playArea._map.HasOccupant(rightGoal))
{
goal = rightGoal;
}
else if (!_playArea._map.HasOccupant(leftGoal))
{
goal = leftGoal;
}
loop++;
}
return goal;
}
public void Initiate() public void Initiate()
{ {
List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()]; List<Vector2I> positions = [.. _playArea.GetNode<TileMapLayer>("InitialPositions").GetUsedCells()];
AddEnemies(positions); AddEnemies(positions);
// for (int i = 0; i < _playArea._map._cells.Count; i++)
// {
// if (_playArea._map._astar.IsPointSolid(_playArea._map._cells[i]))
// {
// GD.Print(_playArea._map._cells[i]);
// }
// }
} }
public void MoveEnemies() public void MoveEnemies()
{ {
Tween tween = CreateTween();
tween.SetParallel();
for (int i = 0; i < _enemies.Count; i++) for (int i = 0; i < _enemies.Count; i++)
{ {
Enemy enemy = _enemies[i]; Enemy enemy = _enemies[i];
ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed; enemy._speedRemaining = enemy._address.Y <= _playArea._map._minY ? 0 : enemy._speed;
} if (enemy._speedRemaining > 0)
_enemies = [.. _enemies.OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X))];
int maxSpeed = _enemies.Max(e => e._speedRemaining);
List<Enemy> remainingEnemies = [.. _enemies];
for (int i = 0; i < maxSpeed; i++)
{
for (int j = 0; j < remainingEnemies.Count; j++)
{ {
Enemy enemy = remainingEnemies[j]; Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
enemy._path = _playArea._map.GetPath(enemy._address, goal);
}
}
int pathIndex = enemy._speed - enemy._speedRemaining; List<Enemy> remainingEnemies = SortEnemies(_enemies);
_enemies.ForEach(e => e._path.Clear());
if (remainingEnemies.Count == 0)
{
return;
}
while (remainingEnemies.Count > 0)
{
remainingEnemies = SortEnemies(remainingEnemies);
for (int i = 0; i < remainingEnemies.Count; i++)
{
Enemy enemy = remainingEnemies[i];
if (enemy._speedRemaining <= 0)
{
continue;
}
if (enemy._address.Y <= _playArea._map._minY)
{
continue;
}
Vector2I goal = GetBestGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
enemy._path.InsertRange(0, [.. Enumerable.Repeat(enemy._path[0], pathIndex)]); List<Vector2I> path = _playArea._map.GetPath(enemy._address, goal);
Vector2I cell = enemy._path[pathIndex]; Vector2I cell = path[0];
Enemy obstacle = _playArea._map.GetOccupant(cell); if (enemy._track)
{
GD.Print(cell, _playArea._map._astar.IsPointSolid(cell));
}
_playArea._map.SetCellEnemy(cell, enemy); _playArea._map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
enemy._speedRemaining--;
}
}
Tween tween = CreateTween();
tween.SetParallel();
List<Enemy> movingEnemies = [.. _enemies.Where(e => e._path.Count > 0)];
int maxSteps = movingEnemies.Max(e => e._path.Count);
for (int i = 0; i < maxSteps; i++)
{
for (int j = 0; j < movingEnemies.Count; j++)
{
Enemy mEnemy = movingEnemies[j];
if (mEnemy._path.Count <= i)
{
continue;
}
if (j == 0) if (j == 0)
{ {
tween.Chain(); tween.Chain();
@@ -98,25 +159,12 @@ public partial class EnemyController : TurnController
{ {
tween.Parallel(); tween.Parallel();
} }
tween.TweenProperty(enemy, "global_position", _playArea._map.GetCellPositionFromAddress(enemy._address), .2f); tween.TweenProperty(mEnemy, "global_position", _playArea._map.GetCellPositionFromAddress(mEnemy._path[i]), .25f);
if (enemy._address.Y <= _playArea._map._minY)
{
remainingEnemies.Remove(enemy);
continue;
}
enemy._speedRemaining--;
if (enemy._speedRemaining <= 0)
{
remainingEnemies.Remove(enemy);
continue;
}
ShiftGoal(enemy, new(enemy._address.X, Math.Max(enemy._address.Y - enemy._visibilityRange, _playArea._map._minY)));
} }
} }
tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone))); tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
_playArea._map.HighlightCells();
} }
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE) public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
@@ -126,6 +174,11 @@ public partial class EnemyController : TurnController
ENEMY_TO_REMOVE.QueueFree(); ENEMY_TO_REMOVE.QueueFree();
} }
public List<Enemy> SortEnemies(List<Enemy> ENEMIES)
{
return [.. ENEMIES.Where(e => e._speedRemaining > 0 && _playArea._map.GetPath(e._address, new Vector2I(e._address.X, Math.Max(e._address.Y - e._visibilityRange, _playArea._map._minY))).Count > 0).OrderByDescending(e => e._path.Count).ThenBy(e => e._address.Y).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
}
public override void StartTurn() public override void StartTurn()
{ {
AddEnemies(1); AddEnemies(1);
@@ -136,25 +189,12 @@ public partial class EnemyController : TurnController
public void SetEnemy(Enemy ENEMY, Vector2I CELL) public void SetEnemy(Enemy ENEMY, Vector2I CELL)
{ {
if (CELL == new Vector2I(8, 13))
{
ENEMY._track = true;
}
_playArea._map.SetCellEnemy(CELL, ENEMY); _playArea._map.SetCellEnemy(CELL, ENEMY);
ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL); ENEMY.GlobalPosition = _playArea._map.GetCellPositionFromAddress(CELL);
} }
public void ShiftGoal(Enemy ENEMY, Vector2I GOAL)
{
while(_playArea._map.IsRowFull(GOAL.Y))
{
GOAL.Y++;
}
int loop = 0;
while (_playArea._map.GetOccupant(GOAL) != null)
{
GD.Print(ENEMY._address, "-->", GOAL);
GOAL.X = Math.Clamp(ENEMY._address.X + ((int)MathF.Floor(loop / 2) + 1) * (loop % 2 == 0 ? 1 : -1), _playArea._map._minX, _playArea._map._maxX);
loop++;
}
ENEMY._path = _playArea._map.GetPath(ENEMY._address, GOAL);
}
} }
+58 -12
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@@ -1,6 +1,7 @@
using Godot; using Godot;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Dynamic;
using System.Linq; using System.Linq;
public partial class Map : TileMapLayer public partial class Map : TileMapLayer
@@ -33,17 +34,64 @@ public partial class Map : TileMapLayer
SetupAstar(); SetupAstar();
} }
public Vector2I GetAddressFromPosition(Vector2 POSITION)
{
if (POSITION.X < GlobalPosition.X || POSITION.Y < GlobalPosition.Y)
{
return new Vector2I(-1,-1);
}
else if (POSITION.X > (GlobalPosition + (new Vector2(_maxX, _maxY) * _cellSize)).X || POSITION.Y > (GlobalPosition + (new Vector2(_maxX, _maxY) * _cellSize)).Y)
{
return new Vector2I(-1,-1);
}
return new Vector2I((int)Math.Floor(POSITION.X / _cellSize.X), (int)Math.Floor(POSITION.Y / _cellSize.Y));
}
public Vector2 GetCellPositionFromAddress(Vector2I CELL_ADDRESS) public Vector2 GetCellPositionFromAddress(Vector2I CELL_ADDRESS)
{ {
return GlobalPosition + CELL_ADDRESS * _cellSize + _cellSize / 2; return GlobalPosition + CELL_ADDRESS * _cellSize + _cellSize / 2;
} }
public int GetFirstOpenRow()
{
for (int i = 0; i < _maxY; i++)
{
if (!IsRowFull(i))
{
return i;
}
}
return 1;
}
public Enemy GetOccupant(Vector2I CELL_TO_CHECK) public Enemy GetOccupant(Vector2I CELL_TO_CHECK)
{ {
return _addressOccupants[CELL_TO_CHECK]; return _addressOccupants[CELL_TO_CHECK];
} }
public bool HasOccupant(Vector2I CELL_TO_CHECK)
{
return GetOccupant(CELL_TO_CHECK) != null;
}
public void HighlightCells()
{
_cells.ForEach(c =>
{
if (HasOccupant(c))
{
SetCell(c, 0, new Vector2I(4,1));
}
else if (_astar.IsPointSolid(c))
{
}
else
{
SetCell(c, 0, new Vector2I(0, (c.X + c.Y) % 2 == 0 ? 0 : 1));
}
});
}
public bool IsCellSolid(Vector2I CELL_TO_CHECK) public bool IsCellSolid(Vector2I CELL_TO_CHECK)
{ {
bool hasOccupant = GetOccupant(CELL_TO_CHECK) != null; bool hasOccupant = GetOccupant(CELL_TO_CHECK) != null;
@@ -68,31 +116,27 @@ public partial class Map : TileMapLayer
public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY) public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY)
{ {
if (ENEMY != null) _addressOccupants[ENEMY._address] = null;
{ SetCellSolid(ENEMY._address);
if (ENEMY._address != -(Vector2I)Vector2.Inf)
{
_addressOccupants[ENEMY._address] = null; ENEMY._address = ADDRESS;
}
ENEMY._address = ADDRESS;
}
_addressOccupants[ADDRESS] = ENEMY; _addressOccupants[ADDRESS] = ENEMY;
SetCellSolid(ADDRESS); SetCellSolid(ADDRESS);
} }
public void SetCellSolid(Vector2I ADDRESS) public void SetCellSolid(Vector2I ADDRESS)
{ {
_astar.SetPointSolid(ADDRESS, IsCellSolid(ADDRESS)); _astar.SetPointSolid(ADDRESS, IsCellSolid(ADDRESS));
// _astar.SetPointWeightScale(ADDRESS, IsCellSolid(ADDRESS) ? 1000 : 1);
} }
public void SetupAstar() public void SetupAstar()
{ {
_astar.Region = new Rect2I(_minX, _minY, _topRow.Count, _leftmostColumn.Count); _astar.Region = new Rect2I(_minX, _minY, _topRow.Count, _leftmostColumn.Count);
_astar.CellSize = _cellSize; _astar.CellSize = _cellSize;
_astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Euclidean; _astar.DefaultComputeHeuristic = AStarGrid2D.Heuristic.Manhattan;
_astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never; _astar.DiagonalMode = AStarGrid2D.DiagonalModeEnum.Never;
_astar.Update(); _astar.Update();
EvaluateSolidCells(); EvaluateSolidCells();
@@ -125,4 +169,6 @@ public partial class Map : TileMapLayer
} }
} }
} }
+3 -2
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-237
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+1 -1
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@@ -27,7 +27,7 @@ public partial class PlayerController : TurnController
Tower tower = GetNode<Tower>("Tower1"); Tower tower = GetNode<Tower>("Tower1");
Vector2 towerPositionCorrection = tower._offset.Position; Vector2 towerPositionCorrection = tower._offset.Position;
float spaceBetweenTowers = _playArea._map._sizeInPixels.X / (TOWER_COUNT - 1); float spaceBetweenTowers = _playArea._map._sizeInPixels.X / (TOWER_COUNT - 1);
tower.GlobalPosition = _playArea._map.GlobalPosition - _playArea._map._sizeInPixels / 2 + towerPositionCorrection; tower.GlobalPosition = _playArea._map.GlobalPosition + towerPositionCorrection;
_towers.Add(tower); _towers.Add(tower);
for (int i = 1; i < TOWER_COUNT; i++) for (int i = 1; i < TOWER_COUNT; i++)
+15 -7
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@@ -29,8 +29,7 @@ public partial class Tower : Sprite2D
{ {
if (_arcEnd != GetGlobalMousePosition()) if (_arcEnd != GetGlobalMousePosition())
{ {
float arcAngle = CalculateLaunchAngle(_attackSpawn.GlobalPosition, GetGlobalMousePosition()); DrawArc(_attackSpawn.GlobalPosition, GetGlobalMousePosition());
DrawArc(arcAngle, _attackSpawn.GlobalPosition, GetGlobalMousePosition());
} }
if (Input.IsActionJustPressed("rightClick")) if (Input.IsActionJustPressed("rightClick"))
{ {
@@ -96,8 +95,17 @@ public partial class Tower : Sprite2D
bestAngle = testAngle; bestAngle = testAngle;
} }
bestAngle = (float)Mathf.Clamp(bestAngle, Math.PI, Math.PI * 2); if (ToLaunchVector(bestAngle).Y < 0)
{
if (END.X < START.X)
{
bestAngle = (float)Math.PI;
}
else
{
bestAngle = 0;
}
}
return bestAngle; return bestAngle;
} }
@@ -107,12 +115,12 @@ public partial class Tower : Sprite2D
path.Curve.ClearPoints(); path.Curve.ClearPoints();
} }
public void DrawArc(float ANGLE, Vector2 START, Vector2 END, int MAX_ITERATIONS = 20) public void DrawArc(Vector2 START, Vector2 END, int MAX_ITERATIONS = 20)
{ {
CalculateLaunchAngle(START, END); float arcAngle = CalculateLaunchAngle(START, END);
float speed = _launchSpeed, gravity = Globals._gravity, drag = Globals._drag, delta = 1.0f / 60.0f; float speed = _launchSpeed, gravity = Globals._gravity, drag = Globals._drag, delta = 1.0f / 60.0f;
Vector2 velocity = new Vector2(Mathf.Cos(ANGLE), Mathf.Sin(ANGLE)) * speed; Vector2 velocity = new Vector2(Mathf.Cos(arcAngle), Mathf.Sin(arcAngle)) * speed;
Vector2 position = START; Vector2 position = START;
float directionSign = Mathf.Sign(END.X - START.X); float directionSign = Mathf.Sign(END.X - START.X);
+2 -2
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@@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://dcp7p6al4i0b7"] [gd_scene format=3 uid="uid://dcp7p6al4i0b7"]
[ext_resource type="Script" uid="uid://cg1m762ed04kv" path="res://Main.cs" id="1_ig7tw"] [ext_resource type="Script" uid="uid://cg1m762ed04kv" path="res://Main.cs" id="1_ig7tw"]
[ext_resource type="PackedScene" uid="uid://dumcridek4xy3" path="res://PlayArea.tscn" id="2_1bvp3"] [ext_resource type="PackedScene" uid="uid://dumcridek4xy3" path="res://play_area.tscn" id="2_1bvp3"]
[ext_resource type="PackedScene" uid="uid://c6b188d2a20eq" path="res://enemy_controller.tscn" id="4_1bvp3"] [ext_resource type="PackedScene" uid="uid://c6b188d2a20eq" path="res://enemy_controller.tscn" id="4_1bvp3"]
[ext_resource type="PackedScene" uid="uid://b7kvx7p0b2086" path="res://player_controller.tscn" id="4_lquwl"] [ext_resource type="PackedScene" uid="uid://b7kvx7p0b2086" path="res://player_controller.tscn" id="4_lquwl"]
@@ -9,7 +9,7 @@
script = ExtResource("1_ig7tw") script = ExtResource("1_ig7tw")
[node name="PlayArea" parent="." unique_id=1123610167 instance=ExtResource("2_1bvp3")] [node name="PlayArea" parent="." unique_id=1123610167 instance=ExtResource("2_1bvp3")]
position = Vector2(931, 542) position = Vector2(360, 180)
[node name="EnemyController" parent="." unique_id=1894449838 instance=ExtResource("4_1bvp3")] [node name="EnemyController" parent="." unique_id=1894449838 instance=ExtResource("4_1bvp3")]
+95
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