added some more signals for attack hit, enemy and player controllers turn done, commander enemy death, better enemy movement and turn changing, implemented an rng, added functions to grid and gridmarkers to allow for easier searching of markers, more logic for if a tower commander has actions

This commit is contained in:
2026-06-01 02:28:45 -04:00
parent facb2e227e
commit dd14a8da40
13 changed files with 138 additions and 60 deletions
+4 -2
View File
@@ -2,6 +2,9 @@ using Godot;
public partial class Attack : RigidBody2D
{
[Signal]
public delegate void HitEventHandler(Node NODE);
public bool _hovered = false;
public int _damage = 1;
public Vector2 _speed;
@@ -23,10 +26,9 @@ public partial class Attack : RigidBody2D
public void TakeAction(Node BODY)
{
GD.Print("Body Entered");
EmitSignal(SignalName.Hit, BODY);
if (BODY is Enemy enemy)
{
GD.Print("Body Entered is enemy");
enemy.TakeDamage(_damage, _commanderOwner);
}
}
+8 -12
View File
@@ -4,10 +4,13 @@ using System;
public partial class Commander : Sprite2D
{
[Signal]
public delegate void TurnDoneEventHandler();
public int _health = 10;
public delegate void DeathEventHandler(Commander THIS);
[Signal]
public delegate void ActionsUpEventHandler();
public int _health = 10, _actionsMax = 1, _actions;
public PackedScene _attackScene = GD.Load<PackedScene>("res://Attack.tscn");
public Attack _attack;
public PlayerController _playerController;
public override void _Process(double delta)
{
@@ -18,21 +21,15 @@ public partial class Commander : Sprite2D
{
_attack.QueueFree();
_attack = null;
EmitSignal(SignalName.ActionsUp);
}
}
}
public void StartTurn()
{
}
public void LoadAttack()
{
if (_attack == null)
{
GD.Print("Loading attack");
_attack = _attackScene.Instantiate<Attack>();
_attack._commanderOwner = this;
_attack.GravityScale = 0;
@@ -45,15 +42,14 @@ public partial class Commander : Sprite2D
_health -= DAMAGE;
if (_health <= 0)
{
GD.Print("GAME OVER");
GetTree().Quit();
EmitSignal(SignalName.Death, this);
}
}
public void ShootCurrentAttack(Vector2 FORCE){
GD.Print("Shooting attack");
_attack.Shoot(FORCE);
_actions--;
}
public void UnloadAttack()
+6 -11
View File
@@ -4,7 +4,7 @@ using System;
public partial class Enemy : StaticBody2D
{
[Signal]
public delegate void TurnDoneEventHandler();
public delegate void DeathEventHandler(Enemy THIS);
public int _damage = 1, _health = 2;
public Vector2 _speed = Vector2.Up, _range = Vector2.Up;
public float _movement = 0;
@@ -20,24 +20,19 @@ public partial class Enemy : StaticBody2D
COMMANDER.TakeDamage(_damage, this);
}
public void PlaceOrMove(GridMarker GRIDMARKER)
public void CounterAttack(Commander COMMANDER)
{
_gridMarker = GRIDMARKER;
GlobalPosition = _gridMarker.GlobalPosition;
}
public void TakeDamage(int DAMAGE, Commander ATTACKER)
{
GD.Print(_health, _health - DAMAGE);
_health -= DAMAGE;
GD.Print($"Taking {DAMAGE}, Health is now {_health}");
CounterAttack(ATTACKER);
if (_health <= 0)
{
QueueFree();
EmitSignal(SignalName.Death, this);
}
}
public void TakeTurn()
{
// PlaceOrMove(_gridMarker._gridMarkers[(int)(_gridMarker._address.Y + _speed.Y)][(int)(_gridMarker._address.X + _speed.X)]);
}
}
+54 -12
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@@ -1,28 +1,70 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class EnemyController : TurnController
{
public PackedScene _enemyScene = GD.Load<PackedScene>("res://Enemy.tscn");
public List<Enemy> _enemies = new();
public void AddEnemy()
public PlayerController _playerController;
public void AddEnemies(int ENEMY_COUNT = 1)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
// newEnemy.PlaceOrMove(_grid._gridMarkers.Last()[_rng.Next(_grid._gridMarkers.Last().Count)]);
// newEnemy._commander = _commander;
// newEnemy._grid = _grid;
_enemies.Add(newEnemy);
AddChild(newEnemy);
}
public override void StartTurn()
{
for (int i = 0; i < ENEMY_COUNT; i++)
{
Enemy newEnemy = _enemyScene.Instantiate<Enemy>();
newEnemy.Death += RemoveEnemy;
List<GridMarker> lastRow = _grid._gridMarkers.Last();
List<GridMarker> unoccupiedMarkers = [.. lastRow.Where(m => m._occupant == null).Cast<GridMarker>()];
GridMarker randomMarker = unoccupiedMarkers[Globals._rng.Next(unoccupiedMarkers.Count)];
WarpEnemy(newEnemy, randomMarker);
_enemies.Add(newEnemy);
AddChild(newEnemy);
}
}
public void Initiate()
{
AddEnemies(3);
}
public void MoveEnemy(Enemy ENEMY)
{
ENEMY._gridMarker = _grid.GetMarkerByAddress((Vector2I)(ENEMY._gridMarker._address + ENEMY._speed));
Tween tween = CreateTween();
tween.TweenProperty(ENEMY, "global_position", ENEMY._gridMarker.GlobalPosition, 1.0f);
}
public void MoveEnemies(List<Enemy> ENEMIES = null)
{
ENEMIES ??= _enemies;
Tween tween = CreateTween();
tween.SetParallel();
for (int i = 0; i < ENEMIES.Count; i++)
{
ENEMIES[i]._gridMarker = _grid.GetMarkerByAddress((Vector2I)(ENEMIES[i]._gridMarker._address + ENEMIES[i]._speed));
tween.TweenProperty(ENEMIES[i], "global_position", ENEMIES[i]._gridMarker.GlobalPosition, 0.4f);
}
tween.TweenCallback(Callable.From(() => EmitSignal(SignalName.TurnDone)));
}
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
{
_enemies.Remove(ENEMY_TO_REMOVE);
ENEMY_TO_REMOVE.QueueFree();
}
public override void StartTurn()
{
AddEnemies();
MoveEnemies();
}
public void WarpEnemy(Enemy ENEMY, GridMarker DESTINATION_MARKER)
{
ENEMY._gridMarker = DESTINATION_MARKER;
ENEMY.GlobalPosition = DESTINATION_MARKER.GlobalPosition;
}
}
+7
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@@ -0,0 +1,7 @@
using Godot;
using System;
public partial class Globals : Node
{
public static Random _rng = new();
}
+1
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@@ -0,0 +1 @@
uid://cy46unus8gy50
+10
View File
@@ -61,4 +61,14 @@ public partial class GridMap2D : Node2D
_gridMarker.QueueFree();
}
public GridMarker GetMarkerByAddress(Vector2I COORDINATES)
{
return _gridMarkers[COORDINATES.Y][COORDINATES.X];
}
public GridMarker GetGridMarkerRelativeToAnother(GridMarker GRID_MARKER, Vector2I STEP)
{
return _gridMarkers[(int)GRID_MARKER._address.Y + STEP.Y][(int)GRID_MARKER._address.X + STEP.X];
}
}
+2
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@@ -5,4 +5,6 @@ public partial class GridMarker : Marker2D
{
public Vector2 _address;
public Node _occupant;
// public GridMarker Get
}
+6
View File
@@ -17,6 +17,9 @@ public partial class Main : Node
_playerController = GetNode<PlayerController>("PlayerController");
_enemyController = GetNode<EnemyController>("EnemyController");
_playerController._enemyController = _enemyController;
_enemyController._playerController = _playerController;
_playerController._grid = _grid;
_enemyController._grid = _grid;
@@ -39,12 +42,15 @@ public partial class Main : Node
public void ChangeTurn()
{
if (_turnController != _playerController)
{
_turnController = _playerController;
_playerController.StartTurn();
}
else
{
_turnController = _enemyController;
_enemyController.StartTurn();
}
}
+13 -1
View File
@@ -1,9 +1,11 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class PlayerController : TurnController
{
public EnemyController _enemyController;
public PackedScene _commanderScene = GD.Load<PackedScene>("res://Commander.tscn");
public List<Tower> _towers = new();
@@ -12,6 +14,14 @@ public partial class PlayerController : TurnController
base._Ready();
}
public void CheckForTurnEnd()
{
if (_towers.Where(t => t._commander != null).ToList().All(t=>t._commander._actions == 0))
{
EmitSignal(SignalName.TurnDone);
}
}
public void SetUpTowers(int TOWER_COUNT = 8)
{
Tower tower = GetNode<Tower>("Tower1");
@@ -29,13 +39,15 @@ public partial class PlayerController : TurnController
}
Commander newCommander = _commanderScene.Instantiate<Commander>();
newCommander._playerController = this;
newCommander.ActionsUp += CheckForTurnEnd;
_towers[3]._commander = newCommander;
_towers[3].AddChild(newCommander);
}
public override void StartTurn()
{
_towers.Where(t=> t._commander != null).ToList().ForEach(t=>t._commander._actions = t._commander._actionsMax);
}
}
+21 -21
View File
@@ -14,31 +14,31 @@ public partial class Tower : Sprite2D
public override void _Process(double delta)
{
base._Process(delta);
if (Input.IsActionJustPressed("leftClick"))
if (_commander?._actions > 0)
{
if (_hovered)
if (Input.IsActionJustPressed("leftClick"))
{
_aiming = true;
_commander.LoadAttack();
if (_hovered)
{
_aiming = true;
_commander.LoadAttack();
}
}
if (_aiming)
{
if (Input.IsActionJustReleased("rightClick"))
{
Vector2 offset = (GlobalPosition - GetGlobalMousePosition()) * 500;
_commander.ShootCurrentAttack(offset);
_aiming = false;
}
else if (Input.IsActionJustReleased("leftClick"))
{
_commander.UnloadAttack();
_aiming = false;
}
}
}
if (_aiming)
{
if (Input.IsActionJustReleased("rightClick"))
{
Vector2 offset = (GlobalPosition - GetGlobalMousePosition()) * 500;
_commander.ShootCurrentAttack(offset);
_aiming = false;
}
else if (Input.IsActionJustReleased("leftClick"))
{
_commander.UnloadAttack();
_aiming = false;
}
}
}
public void OnMouseEntered(){
-1
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@@ -9,6 +9,5 @@ public partial class TurnController : Node2D
public virtual void StartTurn()
{
}
}
+6
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@@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://day3m4u6q0ka1"]
[ext_resource type="Script" uid="uid://cy46unus8gy50" path="res://Globals.cs" id="1_f6yec"]
[node name="Globals" type="Node" unique_id=1288689574]
script = ExtResource("1_f6yec")