AI API Interface

This commit is contained in:
2020-04-19 15:20:59 +02:00
parent 1c2bb67246
commit ac97b3b49e
5 changed files with 89 additions and 42 deletions

View File

@@ -1,4 +1,6 @@
extends Player
extends KinematicBody2D
class_name Hero
const PrioQueue = preload("prio_queue.gd") # Relative path
const Grid = preload("res://Maps/Grid.gd")
@@ -195,25 +197,32 @@ func AStar(source, target):
return [NOTHING, [0,0]]
func makeMove():
match ExecutionState:
EXECUTING:
pass
AI_MOVE:
var field = [0.1 * prios[Grid.Kind.BONFIRE], 1]
var decision = randf()
var i = 0
while field[i] > decision:
i += 1
if (i == 0):
var targetField = getTargetField(Grid.prio_grid)
# Todo: move player
else:
pass
func makeMove(delta):
#match ExecutionState:
# EXECUTING:
# pass
# AI_MOVE:
# var field = [0.1 * prios[Grid.Kind.BONFIRE], 1]
# var decision = randf()
## var i = 0
#while field[i] > decision:
# i += 1
## if (i == 0):
# var targetField = getTargetField(Grid.prio_grid)
# run(targetField)
# else:
# pass
pass
# API Interface for ai_hero -> methods are handled in player.gd
func attac(direction, delta):
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func roll(direction, delta):
pass
func run(direction, delta):
pass

View File

@@ -1,4 +1,4 @@
extends KinematicBody2D
extends Hero
class_name Player
"""
This is an example player controller script created by Paul
@@ -21,7 +21,8 @@ onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
ROLL,
HIT
HIT,
IDLE
}
@@ -38,12 +39,12 @@ func _debug_update():
func _physics_process(delta):
totaldamage+=damage_per_second*delta
player_stats.speed+=10*delta
totaldamage += damage_per_second*delta
player_stats.speed += 10 * delta
while(totaldamage>1):
totaldamage-=1
totaldamage -= 1
player_stats.health-=1
while(totaldamage<-1):
while(totaldamage < -1):
totaldamage+=1
player_stats.health+=1
_debug_update()
@@ -55,7 +56,15 @@ func _physics_process(delta):
movement_roll()
moveState.HIT:
movement_hit()
elif movementState == moveState.ROLL:
movement_roll()
elif movementState == moveState.HIT:
movement_hit()
elif movementState == moveState.IDLE:
movement_idle()
else:
movement_run(Vector2(0,0), delta)
makeMove(delta)
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
@@ -71,25 +80,35 @@ func set_animation_tree_vector():
animation_tree.set("parameters/roll/blend_position", rollvector)
animation_tree.set("parameters/run/blend_position", rollvector)
# API Interface for ai_hero
func attac(direction):
func attac(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.HIT
# API Interface for ai_hero
func roll(direction):
func roll(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.ROLL
# API Interface for ai_hero
func run(direction):
func run(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.MOVE
velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
if direction == Vector2.ZERO:
animation_state.travel("idle")
else:
animation_state.travel("run")
func movement_move(delta):
@@ -108,30 +127,34 @@ func movement_move(delta):
velocity = Vector2.ZERO
else:
rollvector = input_vector
animation_tree.set("parameters/idle/blend_position", input_vector)
animation_tree.set("parameters/hit/blend_position", input_vector)
animation_tree.set("parameters/roll/blend_position", input_vector)
animation_tree.set("parameters/run/blend_position", input_vector)
set_animation_tree_vector()
animation_state.travel("run")
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
movementState = moveState.ROLL
elif Input.is_action_just_pressed("attack"):
movementState = moveState.HIT
func movement_hit():
velocity = Vector2.ZERO
animation_state.travel("hit")
func hit_finished():
movementState = moveState.MOVE
movementState = moveState.IDLE
ExecutionState = AI_MOVE
func movement_roll():
velocity = rollvector * ROLL_SPEED
animation_state.travel("roll")
ExecutionState = EXECUTING
func roll_finished():
movementState = moveState.MOVE
movementState = moveState.IDLE
ExecutionState = AI_MOVE
func _on_Hurtbox_area_entered(area):
@@ -151,3 +174,13 @@ func _on_Hitbox_area_entered(area):
currency += area.currency_value
player_stats.health = player_stats.health+area.health_value
player_stats.speed -= area.slowdown_value
func movement_run(direction, delta):
run(direction, delta)
func movement_idle():
movementState = moveState.IDLE
velocity = Vector2.ZERO
animation_state.travel("idle")

View File

@@ -684,7 +684,7 @@ shape = SubResource( 47 )
[node name="Pivot" type="Position2D" parent="."]
position = Vector2( 0, -4.16248 )
rotation = 1.5708
rotation = 3.14159
__meta__ = {
"_gizmo_extents_": 20.0
}

View File

@@ -32,9 +32,8 @@ __meta__ = {
position = Vector2( 152, 120 )
[node name="Player" parent="YSort" instance=ExtResource( 1 )]
position = Vector2( 296, -32 )
position = Vector2( 84.2923, 24.0572 )
scale = Vector2( 2, 2 )
debug = true
FRICTION = 200
[node name="Bonfire" parent="YSort" instance=ExtResource( 7 )]

View File

@@ -15,6 +15,11 @@ _global_script_classes=[ {
"path": "res://Boss/Boss_template.gd"
}, {
"base": "KinematicBody2D",
"class": "Hero",
"language": "GDScript",
"path": "res://Overlap/AI/AI_Hero.gd"
}, {
"base": "Hero",
"class": "Player",
"language": "GDScript",
"path": "res://Player/Player.gd"
@@ -31,6 +36,7 @@ _global_script_classes=[ {
} ]
_global_script_class_icons={
"Boss": "",
"Hero": "",
"Player": "",
"TitleSceenButton": "",
"TitleScreen": ""