Added beginnings of boss

This commit is contained in:
Paul Norberger
2020-04-20 13:13:54 +02:00
parent 53b4dbb92a
commit 2406e08f90
20 changed files with 629 additions and 196 deletions

24
src/Autoloads/Steering.gd Normal file
View File

@@ -0,0 +1,24 @@
extends Node
const DEFAULT_MASS = 2.0
const DEFAULT_SLOW_RADIUS = 200.0
const DEFAULT_MAX_SPEED = 300.0
func arrive_to(velocity,
position_current,
position_target,
mass=DEFAULT_MASS,
slow_radius=DEFAULT_SLOW_RADIUS,
max_speed=DEFAULT_MAX_SPEED):
"""
Calculates and returns a new velocity with the arrive steering behavior arrived based on
an existing velocity (Vector2), the object's current and target positions (Vector2)
"""
var distance_to_target = position_current.distance_to(position_target)
var desired_velocity = (position_target - position_current).normalized() * max_speed
if distance_to_target < slow_radius:
desired_velocity *= (distance_to_target / slow_radius) * .75 + .25
var steering = (desired_velocity - velocity) / mass
return velocity + steering

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=23 format=2]
[gd_scene load_steps=29 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://Overlap/HurtHit_Box/Hitbox.tscn" type="PackedScene" id=2]
@@ -6,14 +6,12 @@
[ext_resource path="res://Boss/SlimeBoss/SlimeBossStateMachine.gd" type="Script" id=4]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_down.png" type="Texture" id=5]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_right.png" type="Texture" id=6]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Idle.gd" type="Script" id=7]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Stagger.gd" type="Script" id=8]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Wander.gd" type="Script" id=9]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/SplitUp.gd" type="Script" id=10]
[ext_resource path="res://Boss/SlimeBoss/States/Roam/RoamSequence.gd" type="Script" id=7]
[ext_resource path="res://Boss/SlimeBoss/States/Roam/Wait.gd" type="Script" id=8]
[ext_resource path="res://Boss/SlimeBoss/States/FightStart.gd" type="Script" id=9]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_down_angry.png" type="Texture" id=10]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_up.png" type="Texture" id=11]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/JumpTeleport.gd" type="Script" id=12]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Dead.gd" type="Script" id=13]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Pursue.gd" type="Script" id=14]
[ext_resource path="res://Boss/SlimeBoss/States/Roam/MoveToRandomPosition.gd" type="Script" id=12]
[sub_resource type="CapsuleShape2D" id=1]
radius = 18.0
@@ -28,9 +26,86 @@ radius = 150.0
[sub_resource type="CapsuleShape2D" id=4]
radius = 8.0
height = 15.0
height = 32.0
[sub_resource type="Animation" id=5]
resource_name = "FightStart"
length = 1.9
step = 0.025
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.175, 0.3, 0.65, 0.775, 1.075, 1.2, 1.35, 1.9 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ ExtResource( 5 ), ExtResource( 10 ), ExtResource( 5 ), ExtResource( 10 ), ExtResource( 5 ), ExtResource( 10 ), ExtResource( 5 ), ExtResource( 10 ), ExtResource( 5 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:vframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 10 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:hframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 24 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:position")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ Vector2( 0, -28 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:flip_h")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ false ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:frame")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0, 0.025, 0.05, 0.075, 0.1, 0.125, 0.15, 0.175, 0.2, 0.225, 0.25, 0.275, 0.3, 0.325, 0.35, 0.375, 0.4, 0.425, 0.45, 0.475, 0.5, 0.525, 0.55, 0.575, 0.6, 0.625, 0.65, 0.675, 0.7, 0.725, 0.75, 0.775, 0.8, 0.825, 0.85, 0.875, 0.9, 0.925, 0.95, 0.975, 1, 1.025, 1.05, 1.075, 1.1, 1.125, 1.15, 1.175, 1.2, 1.225, 1.25, 1.275, 1.3, 1.325, 1.35, 1.375, 1.4, 1.425, 1.45, 1.475, 1.5, 1.525, 1.55, 1.575, 1.6, 1.625, 1.65, 1.675, 1.7, 1.725, 1.75, 1.775, 1.8, 1.825, 1.85, 1.875 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ]
}
[sub_resource type="Animation" id=6]
length = 2.66666
loop = true
step = 0.0111111
@@ -91,8 +166,8 @@ tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( 0, -20 ) ]
"update": 1,
"values": [ Vector2( 0, -28 ) ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:flip_h")
@@ -107,83 +182,6 @@ tracks/5/keys = {
"values": [ false ]
}
[sub_resource type="Animation" id=6]
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.0166667, 0.0333334, 0.0500001, 0.0666668, 0.0833335, 0.1, 0.116667, 0.133334, 0.15, 0.166667, 0.183334, 0.2, 0.216667, 0.233334, 0.25, 0.266667, 0.283334, 0.300001, 0.316667, 0.333334, 0.350001, 0.366667, 0.383334, 0.400001, 0.416667, 0.433334, 0.450001, 0.466668, 0.483334, 0.500001, 0.516668, 0.533334, 0.550001, 0.566668, 0.583334, 0.600001, 0.616668, 0.633335, 0.650001, 0.666668, 0.683335, 0.700001, 0.716668, 0.733335, 0.750001, 0.766668, 0.783335, 0.800002, 0.816668, 0.833335, 0.850002, 0.866668, 0.883335, 0.900002, 0.916668, 0.933335, 0.950002, 0.966669, 0.983335, 1, 1.01667, 1.03334, 1.05, 1.06667, 1.08334, 1.1, 1.11667, 1.13334, 1.15, 1.16667, 1.18334, 1.2, 1.21667, 1.23334, 1.25, 1.26667 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 6 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 7 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:hframes")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 11 ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( -5, -20 ) ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:flip_h")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
[sub_resource type="Animation" id=7]
length = 1.28333
loop = true
@@ -245,8 +243,85 @@ tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( -5, -20 ) ]
"update": 1,
"values": [ Vector2( 5, -28 ) ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:flip_h")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
[sub_resource type="Animation" id=8]
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.0166667, 0.0333334, 0.0500001, 0.0666668, 0.0833335, 0.1, 0.116667, 0.133334, 0.15, 0.166667, 0.183334, 0.2, 0.216667, 0.233334, 0.25, 0.266667, 0.283334, 0.300001, 0.316667, 0.333334, 0.350001, 0.366667, 0.383334, 0.400001, 0.416667, 0.433334, 0.450001, 0.466668, 0.483334, 0.500001, 0.516668, 0.533334, 0.550001, 0.566668, 0.583334, 0.600001, 0.616668, 0.633335, 0.650001, 0.666668, 0.683335, 0.700001, 0.716668, 0.733335, 0.750001, 0.766668, 0.783335, 0.800002, 0.816668, 0.833335, 0.850002, 0.866668, 0.883335, 0.900002, 0.916668, 0.933335, 0.950002, 0.966669, 0.983335, 1, 1.01667, 1.03334, 1.05, 1.06667, 1.08334, 1.1, 1.11667, 1.13334, 1.15, 1.16667, 1.18334, 1.2, 1.21667, 1.23334, 1.25, 1.26667 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 6 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 7 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:hframes")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 11 ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ Vector2( -5, -28 ) ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:flip_h")
@@ -261,7 +336,7 @@ tracks/5/keys = {
"values": [ false ]
}
[sub_resource type="Animation" id=8]
[sub_resource type="Animation" id=9]
length = 1.28333
loop = true
step = 0.0166667
@@ -325,23 +400,84 @@ tracks/4/keys = {
"update": 1,
"values": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75 ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:position")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ Vector2( 0, -28 ) ]
}
[sub_resource type="AnimationNodeAnimation" id=10]
animation = "MoveRight"
[sub_resource type="AnimationNodeAnimation" id=11]
animation = "MoveUp"
[sub_resource type="AnimationNodeAnimation" id=12]
animation = "MoveDown"
[sub_resource type="AnimationNodeAnimation" id=13]
animation = "MoveLeft"
[sub_resource type="AnimationNodeBlendSpace2D" id=14]
blend_point_0/node = SubResource( 10 )
blend_point_0/pos = Vector2( 1, 0 )
blend_point_1/node = SubResource( 11 )
blend_point_1/pos = Vector2( 0, -1.1 )
blend_point_2/node = SubResource( 12 )
blend_point_2/pos = Vector2( 0, 1.1 )
blend_point_3/node = SubResource( 13 )
blend_point_3/pos = Vector2( -1, 0 )
min_space = Vector2( -1, -1.1 )
max_space = Vector2( 1, 1.1 )
blend_mode = 1
[sub_resource type="AnimationNodeStateMachine" id=15]
states/move/node = SubResource( 14 )
states/move/position = Vector2( 143, 70 )
[sub_resource type="AnimationNodeStateMachinePlayback" id=16]
[node name="SlimeBoss" type="KinematicBody2D"]
collision_layer = 4
collision_mask = 0
collision_mask = 3
script = ExtResource( 4 )
__meta__ = {
"_edit_group_": true
}
STATES_COLLECTION = NodePath("States")
START_STATE = NodePath("States/Idle")
[node name="Stats" parent="." instance=ExtResource( 3 )]
max_health = 3
[node name="States" type="Node" parent="."]
[node name="FightStart" type="Node" parent="States"]
script = ExtResource( 9 )
[node name="RoamSequence" type="Node" parent="States"]
script = ExtResource( 7 )
[node name="Wait" type="Node" parent="States/RoamSequence"]
script = ExtResource( 8 )
[node name="Timer" type="Timer" parent="States/RoamSequence/Wait"]
one_shot = true
[node name="MoveToRandomPosition" type="Node" parent="States/RoamSequence"]
script = ExtResource( 12 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -20 )
position = Vector2( 0, -28 )
texture = ExtResource( 5 )
vframes = 10
hframes = 24
frame = 227
frame = 2
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
visible = false
@@ -380,38 +516,23 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Stats" parent="." instance=ExtResource( 3 )]
[node name="States" type="Node" parent="."]
[node name="Idle" type="Node" parent="States"]
script = ExtResource( 7 )
[node name="Wander" type="Node" parent="States"]
script = ExtResource( 9 )
[node name="SplitUp" type="Node" parent="States"]
script = ExtResource( 10 )
[node name="Stagger" type="Node" parent="States"]
script = ExtResource( 8 )
[node name="JumpTeleport" type="Node" parent="States"]
script = ExtResource( 12 )
[node name="Dead" type="Node" parent="States"]
script = ExtResource( 13 )
[node name="Pursue" type="Node" parent="States"]
script = ExtResource( 14 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "MoveRight"
anims/MoveDown = SubResource( 5 )
anims/MoveLeft = SubResource( 6 )
anims/MoveRight = SubResource( 7 )
anims/MoveUp = SubResource( 8 )
[connection signal="area_entered" from="HeroCloseZone" to="States/Idle" method="hero_close"]
anims/FightStart = SubResource( 5 )
anims/MoveDown = SubResource( 6 )
anims/MoveLeft = SubResource( 7 )
anims/MoveRight = SubResource( 8 )
anims/MoveUp = SubResource( 9 )
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource( 15 )
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/playback = SubResource( 16 )
parameters/move/blend_position = Vector2( 0.210872, 0.275 )
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_finished"]
[editable path="Hitbox"]

View File

@@ -1,38 +1,181 @@
extends "res://Overlap/StateMachine/StateMachine.gd"
extends KinematicBody2D
onready var hero_close_zone = $HeroCloseZone
onready var debug_label = $DebugLabel
onready var animation_playback = $AnimationTree.get("parameters/playback")
signal target_position_changed
signal state_changed(new_state_name)
signal phase_changed(new_phase_name)
export(float) var MASS = 8.0
onready var start_global_position = global_position
var target_position = Vector2()
var state_active = null
var sequence_cycles = 0
enum PHASES {PHASE_ONE, PHASE_TWO, PHASE_THREE}
export(PHASES) var _phase = PHASES.PHASE_ONE
func _ready():
states_map = {
"idle": $States/Idle,
"wander": $States/Wander,
"pursue": $States/Pursue,
"split_up": $States/SplitUp,
"stagger": $States/Stagger,
"jump_teleport": $States/JumpTeleport,
"dead": $States/Dead
}
debug_label.text = "IDLE"
print("Hey.")
_change_phase(_phase)
$AnimationPlayer.play("__INIT__")
func change_state(state_name):
current_state.exit()
debug_label.text = state_name.to_upper()
# We check if the Player node is a sibling so that we don't get errors
# playing the WildBoar scene
if get_parent().has_node('Player'):
var player_node = get_parent().get_node('Player')
player_node.connect('position_changed', self, '_on_target_position_changed')
target_position = player_node.global_position
if state_name == "previous":
states_stack.pop_front()
elif state_name in ["stagger"]:
states_stack.push_front(states_map[state_name])
elif state_name == "dead":
queue_free()
return
for state_node in $States.get_children():
state_node.connect('finished', self, '_on_active_state_finished')
go_to_next_state()
func _physics_process(delta):
state_active.update(delta)
func _on_animation_finished(anim_name):
state_active._on_animation_finished(anim_name)
func _on_active_state_finished():
go_to_next_state()
# Well.. guess I'll die.
func _on_Stats_no_health():
print("dead")
set_invincible(true)
go_to_next_state($States/Die)
func go_to_next_state(state_override=null):
if state_active:
state_active.exit()
if state_override != null:
state_active = state_override
else:
var new_state = states_map[state_name]
states_stack[0] = new_state
state_active = _decide_on_next_state()
emit_signal("state_changed", state_active.name)
state_active.enter()
func _on_Health_health_changed(new_health):
$Tween.interpolate_property($Pivot, 'scale', Vector2(0.92, 1.12), Vector2(1.0, 1.0), 0.3, Tween.TRANS_ELASTIC, Tween.EASE_IN_OUT)
$Tween.interpolate_property($Pivot/Body, 'modulate', Color('#ff48de'), Color('#ffffff'), 0.2, Tween.TRANS_QUINT, Tween.EASE_IN)
$Tween.start()
current_state = states_stack[0]
if state_name != "previous":
# We don"t want to reinitialize the state if we"re going back to the previous state
current_state.enter()
emit_signal("state_changed", states_stack)
if _phase == PHASES.PHASE_ONE and new_health < 100:
_change_phase(PHASES.PHASE_TWO)
if _phase == PHASES.PHASE_TWO and new_health < 50:
_change_phase(PHASES.PHASE_THREE)
func _change_phase(new_phase):
var phase_name = ""
match new_phase:
PHASES.PHASE_ONE:
$AnimationPlayer.playback_speed = 1.0
phase_name = "One"
PHASES.PHASE_TWO:
$AnimationPlayer.playback_speed = 1.4
phase_name = "Two"
PHASES.PHASE_THREE:
$AnimationPlayer.playback_speed = 1.8
phase_name = "Three"
emit_signal("phase_changed", phase_name)
_phase = new_phase
# The AI's brain. This function defines the flow of states
# That's a big advantage of the state pattern
# If it grows too big you can swap it with a node
# Or move the flow of states to a data file, like JSON or a text file
func _decide_on_next_state():
# Battle start
if state_active == null:
set_invincible(true)
return $States/FightStart
if state_active == $States/FightStart:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/FightStart
# # Death
# if state_active == $States/Die:
# queue_free()
# return $States/Dead
#
# # PHASE ONE
# if _phase == PHASES.PHASE_ONE:
# if state_active == $States/RoamSequence:
# sequence_cycles += 1
# if sequence_cycles < 2:
# return $States/RoamSequence
# else:
# sequence_cycles = 0
# return $States/Stomp
# if state_active == $States/Stomp:
# return $States/RoamSequence
#
# # PHASE TWO
# elif _phase == PHASES.PHASE_TWO:
# if state_active == $States/RoamSequence:
# return $States/Stomp
# if state_active == $States/Stomp:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/Stomp
# else:
# sequence_cycles = 0
# return $States/ChargeSequence
# if state_active == $States/ChargeSequence:
# return $States/RoamSequence
#
#
# # PHASE THREE
# elif _phase == PHASES.PHASE_THREE:
# if state_active == $States/RoamSequence:
# return $States/Stomp
# if state_active == $States/Stomp:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/Stomp
# else:
# sequence_cycles = 0
# return $States/ChargeSequence
# if state_active == $States/ChargeSequence:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/ChargeSequence
# else:
# sequence_cycles = 0
# return $States/Stomp
# Using a public method makes it so we can change the entire particle setup anytime
func set_particles_active(value):
$DustPuffsLarge.emitting = value
# Same thing here, we will likely need more collision shapes in the final version
# So using a function we can group these disabled toggles together
func set_invincible(value):
$CollisionShape2D.disabled = value
$Hitbox/CollisionShape2D.disabled = value
$Hurtbox/CollisionShape2D.disabled = value
func _on_target_position_changed(new_position):
target_position = new_position
func _on_Hurtbox_area_entered(area):
$Stats.health -= area.damage

View File

@@ -0,0 +1,7 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
owner.get_node('AnimationPlayer').play('prepare')
func _on_animation_finished(anim_name):
emit_signal('finished')

View File

@@ -0,0 +1,13 @@
extends "res://Overlap/StateMachine/State.gd"
onready var animation_player = owner.get_node("AnimationPlayer")
onready var animation_tree = owner.get_node("AnimationTree")
func enter():
animation_tree.active = false
animation_player.playback_active = true
animation_player.play('FightStart')
func _on_animation_finished(anim_name):
assert(anim_name == 'FightStart')
emit_signal('finished')

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("dead state")

View File

@@ -1,7 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
owner.get_node("AnimationPlayer").play("MoveDown")
func hero_close(area):
emit_signal("finished", "pursue")

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("jump teleport state")

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("pursue state")

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("split up state")

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("stagger state")

View File

@@ -1,4 +0,0 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
print("wander state")

View File

@@ -0,0 +1,34 @@
extends "res://Overlap/StateMachine/State.gd"
export(float) var ARRIVE_DISTANCE = 6.0
export(float) var SLOW_RADIUS = 200.0
export(float) var MASS = 4.0
export(float) var MAX_SPEED = 300.0
export(float) var ROAM_RADIUS = 150.0
var target_position = Vector2()
var start_position = Vector2()
var velocity = Vector2()
func enter():
start_position = get_parent().start_position
target_position = calculate_new_target_position()
owner.get_node('AnimationPlayer').play('move')
func update(delta):
velocity = Steering.arrive_to(velocity, owner.global_position, target_position, MASS, SLOW_RADIUS, MAX_SPEED)
owner.move_and_slide(velocity)
if owner.global_position.distance_to(target_position) < ARRIVE_DISTANCE:
emit_signal('finished')
func calculate_new_target_position():
randomize()
var random_angle = randf() * 2 * PI
randomize()
var random_radius = (randf() * ROAM_RADIUS) / 2 + ROAM_RADIUS / 2
return start_position + Vector2(cos(random_angle) * random_radius, sin(random_angle) * random_radius)

View File

@@ -0,0 +1,15 @@
extends "res://Overlap/StateMachine/SequenceState.gd"
var start_position = Vector2()
func enter():
start_position = owner.global_position
.enter()
func exit():
.exit()
func update(delta):
.update(delta)

View File

@@ -0,0 +1,12 @@
extends "res://Overlap/StateMachine/State.gd"
func enter():
owner.get_node('AnimationPlayer').play('idle')
$Timer.start()
func update(delta):
if $Timer.time_left <= 0.0:
emit_signal('finished')
func exit():
$Timer.stop()

View File

@@ -0,0 +1,8 @@
extends Panel
func _on_SlimeBoss_state_changed(new_state_name):
$VBoxContainer/State.text = new_state_name
func _on_SlimeBoss_phase_changed(new_phase_name):
$VBoxContainer/Phase.text = "Phase: " + new_phase_name

View File

@@ -0,0 +1,41 @@
extends 'State.gd'
var state_active = null
func _ready():
for child in get_children():
child.connect('finished', self, '_on_state_active_finished')
func enter():
state_active = get_child(0)
state_active.enter()
func exit():
state_active = null
func update(delta):
state_active.update(delta)
func _on_animation_finished(anim_name):
state_active._on_animation_finished(anim_name)
func _on_state_active_finished():
go_to_next_state_in_sequence()
func go_to_next_state_in_sequence():
state_active.exit()
var new_state_index = (state_active.get_index() + 1) % get_child_count()
if new_state_index == 0:
emit_signal('finished')
return
state_active = get_child(new_state_index)
state_active.enter()

View File

@@ -626,7 +626,7 @@ font_data = ExtResource( 6 )
[node name="Player" type="KinematicBody2D" groups=[
"hero",
]]
collision_mask = 10
collision_mask = 14
script = ExtResource( 1 )
FRICTION = 270

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://Player/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://World.gd" type="Script" id=2]
@@ -8,7 +8,9 @@
[ext_resource path="res://Menus/DialogueBox/DialogueBox.tscn" type="PackedScene" id=6]
[ext_resource path="res://Maps/Background/Background.tscn" type="PackedScene" id=7]
[ext_resource path="res://Boss/SlimeBoss/SlimeBoss.tscn" type="PackedScene" id=8]
[ext_resource path="res://Debug/BossStateDisplay.gd" type="Script" id=9]
[ext_resource path="res://Objects/Bonfire/Bonfire.tscn" type="PackedScene" id=10]
[ext_resource path="res://Fonts/Harmonic/Harmonic12.tres" type="DynamicFont" id=11]
[ext_resource path="res://Maps/Grid.tscn" type="PackedScene" id=18]
[node name="World" type="Node2D"]
@@ -21,10 +23,10 @@ region_enabled = true
region_rect = Rect2( 0, 0, 1280, 720 )
[node name="Background" parent="." instance=ExtResource( 7 )]
frame = 24
frame = 49
[node name="FloorTileMap" type="TileMap" parent="."]
modulate = Color( 1, 1, 1, 0.454902 )
visible = false
position = Vector2( 16, 16 )
tile_set = ExtResource( 3 )
cell_size = Vector2( 32, 32 )
@@ -38,18 +40,20 @@ __meta__ = {
}
[node name="YSort" type="YSort" parent="."]
position = Vector2( 152, 120 )
[node name="Bonfire" parent="YSort" instance=ExtResource( 10 )]
position = Vector2( 265.543, -16 )
[node name="Player" parent="YSort" instance=ExtResource( 1 )]
position = Vector2( 168, -12.7226 )
position = Vector2( 344, 125.768 )
scale = Vector2( 2, 2 )
debug = true
ROLL_SPEED = 140
FRICTION = 200
[node name="SlimeBoss" parent="YSort" instance=ExtResource( 8 )]
position = Vector2( 104, 80 )
[node name="Grid" parent="." instance=ExtResource( 18 )]
[node name="CanvasLayer" type="CanvasLayer" parent="."]
@@ -60,5 +64,46 @@ visible = false
[node name="DragNDropUI" parent="CanvasLayer" instance=ExtResource( 5 )]
ObjectParent = NodePath("../..")
[node name="SlimeBoss" parent="." instance=ExtResource( 8 )]
position = Vector2( 88, 75.8131 )
[node name="DebugInterface" type="Control" parent="CanvasLayer"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="BossStateDisplay" type="Panel" parent="CanvasLayer/DebugInterface"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -80.0
margin_bottom = 60.0
script = ExtResource( 9 )
[node name="VBoxContainer" type="VBoxContainer" parent="CanvasLayer/DebugInterface/BossStateDisplay"]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_right = 40.0
margin_bottom = 12.0
custom_fonts/font = ExtResource( 11 )
text = "Boss"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Phase" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_top = 16.0
margin_right = 40.0
margin_bottom = 28.0
custom_fonts/font = ExtResource( 11 )
[node name="State" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_top = 32.0
margin_right = 40.0
margin_bottom = 44.0
custom_fonts/font = ExtResource( 11 )
[connection signal="phase_changed" from="YSort/SlimeBoss" to="CanvasLayer/DebugInterface/BossStateDisplay" method="_on_SlimeBoss_phase_changed"]
[connection signal="state_changed" from="YSort/SlimeBoss" to="CanvasLayer/DebugInterface/BossStateDisplay" method="_on_SlimeBoss_state_changed"]

View File

@@ -57,6 +57,7 @@ config/icon="res://icon.png"
[autoload]
SoundControler="*res://Autoloads/SoundControler.gd"
Steering="*res://Autoloads/Steering.gd"
[display]