ft: player attacking logic

This commit is contained in:
Djairo Hougee 2026-01-17 14:20:54 +01:00
parent 5811658c64
commit 18ce1716e4
8 changed files with 92 additions and 61 deletions

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@ -1,12 +1,24 @@
extends CharacterBody2D extends CharacterBody2D
@export var attack_duration = 0.12 # TODO: finetune
@export var attack_cooldown_duration = 0.4
@onready var attack_area: Area2D = $AttackArea
@onready var attack_timer: Timer = $AttackTimer
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@export var speed = 200 @export var speed = 200
var damage = 1 var damage = 10
var can_attack = true
func _ready() -> void: func _ready() -> void:
var screen_size = get_viewport_rect().size var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y) GameManager.init_screen_size(screen_size.x, screen_size.y)
attack_area.monitoring = false # no collision until attacking
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
func _process(delta): func _process(delta):
velocity = Vector2.ZERO velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"): if Input.is_action_pressed("move_right"):
@ -17,8 +29,35 @@ func _process(delta):
velocity.y += 1 velocity.y += 1
if Input.is_action_pressed("move_up"): if Input.is_action_pressed("move_up"):
velocity.y -= 1 velocity.y -= 1
if Input.is_action_pressed("try_attack"):
try_attack()
move_and_collide(speed * velocity * delta) move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta #position += speed * velocity * delta
position = GameManager.get_boundaried_position(position) position = GameManager.get_boundaried_position(position)
func try_attack() -> void:
if not can_attack:
return
attack()
func attack() -> void:
can_attack = false
attack_area.monitoring = true
attack_timer.start()
# TODO: attack animation+sound+etc
func _on_attack_timeout() -> void:
attack_area.monitoring = false
attack_cooldown_timer.start()
func _on_cooldown_timeout() -> void:
can_attack = true
func _on_attack_hit(body: Node2D) -> void:
if body.is_in_group("prey") or body.is_in_group("predators"):
if body.has_method("handle_damage"):
body.handle_damage(damage)
elif body.is_in_group("resources"):
pass
# TODO: resource handling logic

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@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://dxluckxdkpv4f"] [gd_scene load_steps=6 format=3 uid="uid://dxluckxdkpv4f"]
[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"] [ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"]
[ext_resource type="Texture2D" uid="uid://cxwvga07sm3yl" path="res://molecular/assets/player-sprite-placeholder-crop.png" id="2_en8op"] [ext_resource type="Texture2D" uid="uid://cxwvga07sm3yl" path="res://molecular/assets/player-sprite-placeholder-crop.png" id="2_en8op"]
@ -14,6 +14,9 @@ animations = [{
"speed": 5.0 "speed": 5.0
}] }]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_en8op"]
size = Vector2(765.4969, 706.5864)
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"] [sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
radius = 191.95984 radius = 191.95984
height = 1295.8773 height = 1295.8773
@ -27,7 +30,27 @@ visibility_layer = 2
scale = Vector2(0.5, 0.5) scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("SpriteFrames_onrkg") sprite_frames = SubResource("SpriteFrames_onrkg")
[node name="AttackArea" type="Area2D" parent="."]
position = Vector2(0, 56)
rotation = -1.5732701
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
position = Vector2(29.579561, 730.73236)
shape = SubResource("RectangleShape2D_en8op")
debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]] [node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
position = Vector2(0, 56) position = Vector2(0, 56)
rotation = -1.5732701 rotation = -1.5732701
shape = SubResource("CapsuleShape2D_4flbx") shape = SubResource("CapsuleShape2D_4flbx")
[node name="AttackTimer" type="Timer" parent="."]
one_shot = true
[node name="AttackCooldownTimer" type="Timer" parent="."]
one_shot = true
[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
[connection signal="timeout" from="AttackTimer" to="." method="_on_attack_timeout"]
[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_cooldown_timeout"]

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@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=4 uid="uid://b55w56d4twno1"] [gd_scene load_steps=14 format=4 uid="uid://b55w56d4twno1"]
[ext_resource type="Texture2D" uid="uid://bto1pnycvianp" path="res://molecular/assets/background/bg.png" id="3_a5cls"] [ext_resource type="Texture2D" uid="uid://bto1pnycvianp" path="res://molecular/assets/background/bg.png" id="3_a5cls"]
[ext_resource type="PackedScene" uid="uid://dxluckxdkpv4f" path="res://molecular/molecular_player.tscn" id="3_b1jr0"] [ext_resource type="PackedScene" uid="uid://dxluckxdkpv4f" path="res://molecular/molecular_player.tscn" id="3_b1jr0"]
@ -111,6 +111,6 @@ script = ExtResource("4_mys4o")
script = ExtResource("5_cthuy") script = ExtResource("5_cthuy")
cam = NodePath("../player/Camera2D") cam = NodePath("../player/Camera2D")
scene = ExtResource("6_a5cls") scene = ExtResource("6_a5cls")
minCount = 500 minCount = 100
maxCount = 1000 maxCount = 300
metadata/_custom_type_script = "uid://coetidfssb80w" metadata/_custom_type_script = "uid://coetidfssb80w"

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@ -10,8 +10,9 @@ var mirrorSprite3: Node2D
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
$AnimatedSprite2D.animation = "Healthy" health = maxHealth
$AnimatedSprite2D.play() sprite.animation = "Healthy"
sprite.play()
mirrorSprite1 = sprite.duplicate() mirrorSprite1 = sprite.duplicate()
mirrorSprite2 = sprite.duplicate() mirrorSprite2 = sprite.duplicate()
@ -28,7 +29,8 @@ func _process(delta: float) -> void:
_handle_wrapping() _handle_wrapping()
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0)) #self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
pass
func move(motion: Vector3) -> void: func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
@ -36,26 +38,20 @@ func move(motion: Vector3) -> void:
# Apply boundary to new position # Apply boundary to new position
position = GameManager.get_boundaried_position(position) position = GameManager.get_boundaried_position(position)
func handle_damage(dmg: int) -> void:
health = max(0, health-dmg)
if health == 0:
die()
if health < maxHealth:
become_injured()
func die() -> void: func die() -> void:
sprite.play("Dying") sprite.play("Dying")
super.die() super.die()
func become_injured() -> void:
func _on_area_2d_body_entered(body: Node2D) -> void: sprite.animation = "Injured"
# TODO: collision with other entities sprite.play()
# check if colision with player
if body.is_in_group("player"):
handle_collision_player(body)
# Function to handle collision logic
func handle_collision_player(player):
self.health -= player.damage
if sprite:
if self.health <= 0:
self.die()
else:
sprite.play("Injured")
# FIXME: Doesn't work with injured sprite # FIXME: Doesn't work with injured sprite
# Mirroring table: # Mirroring table:

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@ -45,9 +45,8 @@ animations = [{
"speed": 1.0 "speed": 1.0
}] }]
[node name="NucleotidePrey" instance=ExtResource("1_qvulj")] [node name="NucleotidePrey" groups=["prey"] instance=ExtResource("1_qvulj")]
collision_layer = 2 collision_layer = 2
collision_mask = 3
motion_mode = 1 motion_mode = 1
script = ExtResource("2_0227s") script = ExtResource("2_0227s")
maxHealth = 20 maxHealth = 20
@ -57,9 +56,3 @@ scale = Vector2(0.1, 0.1)
sprite_frames = SubResource("SpriteFrames_66x8p") sprite_frames = SubResource("SpriteFrames_66x8p")
animation = &"Dying" animation = &"Dying"
frame_progress = 0.60472965 frame_progress = 0.60472965
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D" index="0"]
position = Vector2(7.215866, -0.5034294)
polygon = PackedVector2Array(-8.831272, -2.3390446, -5.7760534, -2.3993049, -4.0230684, 0.41277456, -5.8890305, 2.9948444, -8.862037, 2.9326901, -10.268076, 0.28495264)
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]

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@ -1,28 +0,0 @@
extends Node
var preyScene = preload("res://molecular/nucleotide_prey.tscn")
#var predatorScene = preload("res://Predator.tscn")
var score
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for i in range(0, 100, 10):
spawn_creature(preyScene, Vector2(i, i))
spawn_random()
spawn_random()
spawn_random()
spawn_random()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func spawn_random() -> void:
spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
func spawn_creature(scene, position: Vector2) -> void:
var instance = scene.instantiate()
instance.position = position
add_child(instance)

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@ -22,6 +22,7 @@ GameManager="*res://game_manager.gd"
[global_group] [global_group]
player="All scenes that constitute players should be added here." player="All scenes that constitute players should be added here."
prey="any passive killable entities belong in this group"
[input] [input]
@ -45,6 +46,11 @@ move_down={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
] ]
} }
try_attack={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]

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@ -5,4 +5,6 @@
[node name="NPC" type="CharacterBody2D"] [node name="NPC" type="CharacterBody2D"]
script = ExtResource("1_ucjfp") script = ExtResource("1_ucjfp")
[node name="Area2D" type="Area2D" parent="."] [node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
position = Vector2(7.215866, -0.5034294)
polygon = PackedVector2Array(-8.831272, -2.3390446, -5.7760534, -2.3993049, -4.0230684, 0.41277456, -5.8890305, 2.9948444, -8.862037, 2.9326901, -10.268076, 0.28495264)