still attempting to allow enemies to handle their own animations. still a matter of improving performance and there's some issue when enemies reach rank 0?

This commit is contained in:
2026-06-24 03:00:23 -04:00
parent 8ae8ec3e58
commit 98ca292901
6 changed files with 84 additions and 86 deletions
+50 -50
View File
@@ -11,7 +11,7 @@ public partial class EnemyController : TurnController
public PackedScene _enemyScene = GD.Load<PackedScene>("res://Enemy.tscn");
public List<Enemy> _enemies = new();
public PlayerController _playerController;
public Dictionary<float, List<Tween>> _tweenStages = new();
public Dictionary<int, List<Tween>> _tweenStages = new();
public Tween _tween;
public void AddEnemies(int ENEMY_COUNT = 1)
@@ -54,41 +54,30 @@ public partial class EnemyController : TurnController
}
public void EnemyAttacks()
public void BuildAnimationTween()
{
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
for (int i = 0; i < attackingEnemies.Count; i++)
{
Enemy enemy = attackingEnemies[i];
enemy.Attack(_playerController);
enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
}
}
public async Task BuildEnemyPaths()
{
Map map = _playArea._map;
for (int i = 0; i < _enemies.Count; i++)
_tweenStages.Clear();
for (int i= 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.GetRemainingStamina(this);
enemy.AnimateMovement(this);
}
_tweenStages.OrderBy(s => s.Key);
}
public void BuildEnemyPaths()
{
Map map = _playArea._map;
_enemies.ForEach(e => e._path.Clear());
if (_enemies.All(e => e._staminaRemaining <= 0))
{
return;
}
while (_enemies.Any(e => e._staminaRemaining > 0))
{
for (int i = 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy._staminaRemaining <= 0 || enemy._address.Y <= map.GetFirstOpenRow())
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;
}
@@ -100,9 +89,7 @@ public partial class EnemyController : TurnController
enemy._path.Add(enemy._path.LastOrDefault(enemy._address));
continue;
}
Vector2I cell = path[0];
map.SetCellEnemy(cell, enemy);
enemy._path.Add(cell);
@@ -111,6 +98,18 @@ public partial class EnemyController : TurnController
}
}
public void EnemyAttacks()
{
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e.CanAttack())];
for (int i = 0; i < attackingEnemies.Count; i++)
{
Enemy enemy = attackingEnemies[i];
enemy.Attack(_playerController);
enemy._staminaRemaining = Math.Max(enemy._staminaRemaining - 2, 0);
}
}
public void HandleEnemyClick(Enemy ENEMY)
{
if (ENEMY._staminaRemaining <= 0){
@@ -141,37 +140,31 @@ public partial class EnemyController : TurnController
public void ProcessTween()
{
if (_tweenStages.Count <= 0)
{
return;
}
if (_tween != null)
{
_tween.Kill();
}
_tween = CreateTween();
_tween.TweenInterval(0.5f);
List<float> tweenPriorities = [.. _tweenStages.Keys];
for (int i = 0; i < tweenPriorities.Count; i++)
_tween = CreateTween();
for (int i = 0; i < _tweenStages.Count; i++)
{
float stage = tweenPriorities[i];
List<Tween> stageTweens = _tweenStages[stage];
_tween.Chain().TweenSubtween(stageTweens[0]);
for (int j = 1; j < stageTweens.Count; j++)
_tween.Chain().TweenInterval(0.5f);
List<Tween> tweenSteps = _tweenStages.Values.ElementAt(i);
for (int j = 0; j < tweenSteps.Count; j++)
{
Tween step = stageTweens[j];
Tween step = tweenSteps[j];
_tween.Parallel().TweenSubtween(step);
}
}
_tween.TweenCallback(Callable.From(() => EndTurn()));
}
_tween.TweenCallback(Callable.From(EndTurn));
public void StepEnemies(int STEP)
{
Map map = _playArea._map;
for (int i= 0; i < _enemies.Count; i++)
{
Enemy enemy = _enemies[i];
enemy.AnimateMovement(this);
}
}
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
@@ -183,20 +176,27 @@ public partial class EnemyController : TurnController
public void SortEnemies()
{
_enemies = [.. _enemies.OrderByDescending(e => e._priority).ThenBy(e => e._address.Y).ThenBy(e => e._path.Count).ThenBy(e => Math.Abs(e._address.X - _playArea._map._maxX / 2))];
_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 async Task StartTurn()
public override void StartTurn()
{
AddEnemies(1);
for (int i = 0; i < _enemies.Count; i++)
{
_enemies[i].StartTurn();
}
SortEnemies();
EnemyAttacks();
await BuildEnemyPaths();
BuildEnemyPaths();
StepEnemies(0);
BuildAnimationTween();
ProcessTween();
}
public void SetEnemy(Enemy ENEMY, Vector2I CELL)