torch, minion, ai attack

This commit is contained in:
Jonas Mucke
2020-04-20 00:04:25 +02:00
parent 6b6bfe4842
commit fc59452928
15 changed files with 285 additions and 65 deletions

View File

@@ -31,6 +31,7 @@ hframes = 60
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
collision_mask = 65
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -15 )

47
src/Boss/Minion.gd Normal file
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@@ -0,0 +1,47 @@
extends KinematicBody2D
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
while (totaldamage > 1):
totaldamage -= 1
player_stats.health -= 1
while (totaldamage <- 1):
totaldamage += 1
player_stats.health += 1
_debug_update()
move()
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health -= area.damage
damage_per_second += area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage

69
src/Boss/Minion.tscn Normal file
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@@ -0,0 +1,69 @@
[gd_scene load_steps=10 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]
[ext_resource path="res://Overlap/Kind.tscn" type="PackedScene" id=3]
[ext_resource path="res://Overlap/Stats/Stats.tscn" type="PackedScene" id=4]
[ext_resource path="res://testSprites/white_minion_dog.png" type="Texture" id=5]
[ext_resource path="res://Boss/Minion.gd" type="Script" id=6]
[sub_resource type="CircleShape2D" id=1]
radius = 6.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 11.0
height = 11.0
[sub_resource type="CapsuleShape2D" id=3]
radius = 11.0
height = 11.0
[node name="Minion" type="KinematicBody2D"]
script = ExtResource( 6 )
[node name="Kind" parent="." instance=ExtResource( 3 )]
kind = 3
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -10.2123 )
texture = ExtResource( 5 )
hframes = 60
[node name="Body" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
collision_mask = 65
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -9 )
shape = SubResource( 2 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
collision_layer = 8
collision_mask = 0
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0, -9 )
shape = SubResource( 3 )
[node name="DebugLabel" type="Label" parent="."]
margin_left = -50.8637
margin_top = -41.3944
margin_right = 51.1363
margin_bottom = -27.3944
text = "the white dog"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Stats" parent="." instance=ExtResource( 4 )]
max_health = 2
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="area_exited" from="Hurtbox" to="." method="_on_Hurtbox_area_exited"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="Hitbox"]
[editable path="Hurtbox"]

View File

@@ -99,6 +99,8 @@ func get_nearest(position, kind):
for i in prio_grid[x][y]:
if(i == kind):
list.append([x, y])
if list.size() == 0:
return[-1,-1]
var dist = []
for field in list:
var tmp = sqrt(pow(position[0] - field[0], 2) + pow(position[1] - field[1], 2))

View File

@@ -6,7 +6,7 @@ var RedDrop = 0.2
var Heart = 0.2
func offset_vec():
var offset = 20
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _on_Hurtbox_area_entered(area):

View File

@@ -30,7 +30,7 @@ texture = ExtResource( 3 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
position = Vector2( 1.54256, -4.73786 )
collision_layer = 8
collision_layer = 64
collision_mask = 0
[node name="CollisionShape2D" parent="Hurtbox" index="0"]

View File

@@ -1,20 +1,23 @@
extends Node2D
export(int, 1, 5) var lifePoints = 3
export(int, 1, 30) var spawnRate = 5
export(int, 1, 30) var spawnRate = 5.0
var Minion = load("res://Boss/Minion.tscn")
var elapsedTime = 0.0
func offset_vec():
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _physics_process(delta):
elapsedTime += delta
#if(elapsedTime>=spawnRate):
# elapsedTime-=spawnRate
# var Minion = load("")
# var world = get_tree().current_scene.get_child(2)
# #TODO minions
# var minion = Minion.instance()
# world.add_child(minion)
# minion.global_position = global_position
if(elapsedTime>=spawnRate):
elapsedTime-=spawnRate
var world = get_tree().current_scene.get_child(2)
var minion = Minion.instance()
world.add_child(minion)
minion.global_position = global_position+offset_vec()
func _on_Hurtbox_area_entered(area):

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://testSprites/fackel.png" type="Texture" id=2]
@@ -13,12 +13,13 @@ height = 12.0
[node name="Torch" type="Node2D"]
script = ExtResource( 3 )
[node name="FireEffect" parent="." instance=ExtResource( 4 )]
position = Vector2( 1.88936, -12.4698 )
[node name="Kind" parent="." instance=ExtResource( 5 )]
general = 4
kind = 2
[node name="FireEffect" parent="." instance=ExtResource( 4 )]
position = Vector2( 1.88936, -12.4698 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -8 )
texture = ExtResource( 2 )

View File

@@ -16,6 +16,7 @@ enum{
enum{
STEP,
ROLL,
ATTAC,
NOTHING
}
@@ -77,8 +78,8 @@ func calcPrioTable():
#updates heart and bonfire prio
func adjustPrio(currentHealth, maxHealth):
var prioVal = 40.0 - (float(currentHealth)/float(maxHealth))*40.0
var bonfire = prioVal
var hearts = prioVal - 1
var bonfire = prioVal + 1
var hearts = prioVal
if(hearts < 0):
hearts = 0
prios[Grid.Kind.BONFIRE]=bonfire
@@ -260,53 +261,81 @@ func AStar(source, target):
return [NOTHING, [0,0]]
func movement_calulcaotr():
var currentPosition = grid._pixel_to_grid_coords(global_position)
var calcNew = false
var MoveAdvice
if(actionFieldUsed==false):
calcNew = true
if(calcNew==true):
var enemyKind = calcEnemyKind()
if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
return
actionField = grid.get_nearest(currentPosition, enemyKind)
if(actionField==[-1,-1]):
return
actionFieldUsed = true
MoveAdvice = getMoveDescription(currentPosition, actionField)
grid.reset_history()
return MoveAdvice
func makeMove(delta):
func is_hittable(target):
for element in grid.prio_grid[target[0]][target[1]]:
if(element == grid.Kind.BOSS || element == grid.Kind.TORCH || element == grid.Kind.MINION):
return true
return false
func hit_or_miss(target, current, hitable, delta):
run(Vector2(target[0]-current[0], target[1]-current[1]), delta*8)
attac(Vector2(target[0]-current[0], target[1]-current[1]), delta*4)
return hitable
func movement_decider_ai(target, kindOfStep, delta):
var currentPosition = grid._pixel_to_grid_coords(global_position)
var field_of_movement = target
#if(actionFieldUsed==true):
# var random = randf()
# if(random < mindChangeProbability):
# ExecutionState = AI_MOVE
var top = [currentPosition[0]+0, currentPosition[1]-1]
var left = [currentPosition[0]-1, currentPosition[1]-0]
var right = [currentPosition[0]+1, currentPosition[1]-0]
var down = [currentPosition[0]+0, currentPosition[1]+1]
var field = [currentPosition[0]+0, currentPosition[1]+0]
if ExecutionState == AI_MOVE:
threadDelta = 0
var currentPosition = grid._pixel_to_grid_coords(global_position)
var calcNew = false
var target
var MoveAdvice
if(actionFieldUsed==false):
calcNew = true
if(calcNew==true):
var enemyKind = calcEnemyKind()
if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
return
target = grid.get_nearest(currentPosition, enemyKind)
actionField = target
actionFieldUsed = true
MoveAdvice = getMoveDescription(currentPosition, target)
else:
MoveAdvice = getMoveDescription(currentPosition, actionField)
grid.reset_history()
target = MoveAdvice[1]
if(MoveAdvice[0]==STEP):
if(grid._is_in_grid(Vector2(field[0], field[1])) && hit_or_miss(field, currentPosition, is_hittable(field), delta)):
pass
elif(grid._is_in_grid(Vector2(target[0], target[1])) && hit_or_miss(target, currentPosition, is_hittable(target), delta)):
pass
elif(grid._is_in_grid(Vector2(left[0], left[1])) && hit_or_miss(left, currentPosition, is_hittable(left), delta)):
pass
elif(grid._is_in_grid(Vector2(down[0], down[1])) && hit_or_miss(down, currentPosition, is_hittable(down), delta)):
pass
elif(grid._is_in_grid(Vector2(top[0], top[1])) && hit_or_miss(top, currentPosition, is_hittable(top), delta)):
pass
elif(grid._is_in_grid(Vector2(down[0], down[1])) && hit_or_miss(down, currentPosition, is_hittable(down), delta)):
pass
else:
if(kindOfStep==STEP):
run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ai_movement_state = STEP
elif(MoveAdvice[0]==ROLL):
elif(kindOfStep==ROLL):
roll(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ExecutionState = EXECUTING
elif ExecutionState == EXECUTING:
if(targetFieldUsed):
ExecutionState = EXECUTING
func movement_execution(delta):
if(targetFieldUsed):
var cur = grid._pixel_to_grid_coords(global_position)
var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
if(distance<0.4):
if(distance<0.01):
targetFieldUsed = false
ExecutionState = AI_MOVE
if(targetFieldCur[0]==actionField[0]&&targetFieldCur[1]==actionField[1]):
@@ -317,10 +346,35 @@ func makeMove(delta):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
elif(ai_movement_state==ROLL):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
threadDelta = threadDelta + delta
if(threadDelta>threadTime):
ExecutionState = AI_MOVE
actionFieldUsed = false
func reset_exeution_state(delta):
threadDelta = threadDelta + delta
if(threadDelta>threadTime):
ExecutionState = AI_MOVE
actionFieldUsed = false
func makeMove(delta):
#if(actionFieldUsed==true):
# var random = randf()
# if(random < mindChangeProbability):
# ExecutionState = AI_MOVE
if ExecutionState == AI_MOVE:
threadDelta = 0
var MoveAdvice = movement_calulcaotr()
if(MoveAdvice==null):
return
var target = MoveAdvice[1]
movement_decider_ai(target, MoveAdvice[0], delta)
elif ExecutionState == EXECUTING:
movement_execution(delta)
reset_exeution_state(delta)
# API Interface for ai_hero -> methods are handled in player.gd
func attac(direction, delta):
@@ -333,3 +387,5 @@ func roll(direction, delta):
func run(direction, delta):
pass
#todo

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@@ -149,7 +149,8 @@ func movement_hit():
func hit_finished():
movementState = moveState.IDLE
ExecutionState = AI_MOVE
ai_movement_state = STEP
ExecutionState = EXECUTING
func movement_roll():
@@ -207,4 +208,4 @@ func movement_run(direction, delta):
func movement_idle():
movementState = moveState.IDLE
velocity = Vector2.ZERO
animation_state.change_scene("idle")
animation_state.change_state("idle")

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@@ -624,6 +624,7 @@ size = 12
font_data = ExtResource( 6 )
[node name="Player" type="KinematicBody2D"]
scale = Vector2( 1.1, 1.1 )
script = ExtResource( 1 )
FRICTION = 270
@@ -637,7 +638,7 @@ scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 )
offset = Vector2( 0, -18 )
hframes = 60
frame = 9
frame = 12
[node name="Body" type="CollisionShape2D" parent="."]
position = Vector2( 0.0107212, 0.0456073 )
@@ -698,7 +699,7 @@ __meta__ = {
[node name="SwordHitbox" parent="Pivot" instance=ExtResource( 4 )]
collision_layer = 0
collision_mask = 12
collision_mask = 76
[node name="CollisionShape2D" parent="Pivot/SwordHitbox" index="0"]
position = Vector2( 8.43416, 0.0698299 )

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@@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=2]
[gd_scene load_steps=11 format=2]
[ext_resource path="res://Player/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://World.gd" type="Script" id=2]
@@ -6,6 +6,7 @@
[ext_resource path="res://testSprites/dark.png" type="Texture" id=4]
[ext_resource path="res://Menus/DragNDrop/DragNDropUI.tscn" type="PackedScene" id=5]
[ext_resource path="res://Menus/DialogueBox/DialogueBox.tscn" type="PackedScene" id=6]
[ext_resource path="res://Objects/Torch/Torch.tscn" type="PackedScene" id=7]
[ext_resource path="res://Objects/Bonfire/Bonfire.tscn" type="PackedScene" id=10]
[ext_resource path="res://Boss/Boss_template.tscn" type="PackedScene" id=17]
[ext_resource path="res://Maps/Grid.tscn" type="PackedScene" id=18]
@@ -33,18 +34,21 @@ __meta__ = {
[node name="YSort" type="YSort" parent="."]
position = Vector2( 152, 120 )
[node name="Bonfire" parent="YSort" instance=ExtResource( 10 )]
position = Vector2( 264, -24 )
[node name="Player" parent="YSort" instance=ExtResource( 1 )]
position = Vector2( 240, 72 )
position = Vector2( 200, 8 )
scale = Vector2( 2, 2 )
debug = true
ROLL_SPEED = 140
FRICTION = 200
[node name="Boss_template" parent="YSort" instance=ExtResource( 17 )]
position = Vector2( -67.0889, 2.27742 )
debug = true
position = Vector2( -56, 8 )
[node name="Bonfire" parent="YSort" instance=ExtResource( 10 )]
position = Vector2( 288, 104 )
[node name="Torch" parent="YSort" instance=ExtResource( 7 )]
position = Vector2( 264, -40 )
[node name="Grid" parent="." instance=ExtResource( 18 )]

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@@ -147,6 +147,7 @@ attack={
2d_physics/layer_4="monster"
2d_physics/layer_5="trap"
2d_physics/layer_6="collectable"
2d_physics/layer_7="Bonfire"
[rendering]

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/white_minion_dog.png-4b59df758535e1f8bd50b861a164b220.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://testSprites/white_minion_dog.png"
dest_files=[ "res://.import/white_minion_dog.png-4b59df758535e1f8bd50b861a164b220.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0