ft: player attacking logic
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5811658c64
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18ce1716e4
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@ -1,12 +1,24 @@
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extends CharacterBody2D
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@export var attack_duration = 0.12 # TODO: finetune
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@export var attack_cooldown_duration = 0.4
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@onready var attack_area: Area2D = $AttackArea
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@onready var attack_timer: Timer = $AttackTimer
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@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
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@export var speed = 200
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var damage = 1
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var damage = 10
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var can_attack = true
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func _ready() -> void:
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var screen_size = get_viewport_rect().size
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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attack_area.monitoring = false # no collision until attacking
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attack_timer.wait_time = attack_duration
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attack_cooldown_timer.wait_time = attack_cooldown_duration
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func _process(delta):
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velocity = Vector2.ZERO
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if Input.is_action_pressed("move_right"):
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@ -17,8 +29,35 @@ func _process(delta):
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velocity.y += 1
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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if Input.is_action_pressed("try_attack"):
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try_attack()
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move_and_collide(speed * velocity * delta)
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#position += speed * velocity * delta
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position = GameManager.get_boundaried_position(position)
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func try_attack() -> void:
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if not can_attack:
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return
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attack()
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func attack() -> void:
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can_attack = false
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attack_area.monitoring = true
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attack_timer.start()
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# TODO: attack animation+sound+etc
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func _on_attack_timeout() -> void:
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attack_area.monitoring = false
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attack_cooldown_timer.start()
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func _on_cooldown_timeout() -> void:
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can_attack = true
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func _on_attack_hit(body: Node2D) -> void:
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if body.is_in_group("prey") or body.is_in_group("predators"):
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if body.has_method("handle_damage"):
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body.handle_damage(damage)
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elif body.is_in_group("resources"):
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pass
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# TODO: resource handling logic
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@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://dxluckxdkpv4f"]
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[gd_scene load_steps=6 format=3 uid="uid://dxluckxdkpv4f"]
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[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"]
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[ext_resource type="Texture2D" uid="uid://cxwvga07sm3yl" path="res://molecular/assets/player-sprite-placeholder-crop.png" id="2_en8op"]
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@ -14,6 +14,9 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_en8op"]
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size = Vector2(765.4969, 706.5864)
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
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radius = 191.95984
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height = 1295.8773
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@ -27,7 +30,27 @@ visibility_layer = 2
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scale = Vector2(0.5, 0.5)
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sprite_frames = SubResource("SpriteFrames_onrkg")
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[node name="AttackArea" type="Area2D" parent="."]
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position = Vector2(0, 56)
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rotation = -1.5732701
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(29.579561, 730.73236)
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shape = SubResource("RectangleShape2D_en8op")
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debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
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position = Vector2(0, 56)
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rotation = -1.5732701
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shape = SubResource("CapsuleShape2D_4flbx")
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[node name="AttackTimer" type="Timer" parent="."]
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one_shot = true
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[node name="AttackCooldownTimer" type="Timer" parent="."]
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one_shot = true
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[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
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[connection signal="timeout" from="AttackTimer" to="." method="_on_attack_timeout"]
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[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_cooldown_timeout"]
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@ -1,4 +1,4 @@
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[gd_scene load_steps=13 format=4 uid="uid://b55w56d4twno1"]
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[gd_scene load_steps=14 format=4 uid="uid://b55w56d4twno1"]
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[ext_resource type="Texture2D" uid="uid://bto1pnycvianp" path="res://molecular/assets/background/bg.png" id="3_a5cls"]
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[ext_resource type="PackedScene" uid="uid://dxluckxdkpv4f" path="res://molecular/molecular_player.tscn" id="3_b1jr0"]
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@ -111,6 +111,6 @@ script = ExtResource("4_mys4o")
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script = ExtResource("5_cthuy")
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cam = NodePath("../player/Camera2D")
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scene = ExtResource("6_a5cls")
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minCount = 500
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maxCount = 1000
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minCount = 100
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maxCount = 300
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metadata/_custom_type_script = "uid://coetidfssb80w"
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@ -10,8 +10,9 @@ var mirrorSprite3: Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.play()
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health = maxHealth
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sprite.animation = "Healthy"
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sprite.play()
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mirrorSprite1 = sprite.duplicate()
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mirrorSprite2 = sprite.duplicate()
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@ -28,7 +29,8 @@ func _process(delta: float) -> void:
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_handle_wrapping()
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func _physics_process(delta: float) -> void:
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self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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#self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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pass
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func move(motion: Vector3) -> void:
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move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
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@ -36,26 +38,20 @@ func move(motion: Vector3) -> void:
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func handle_damage(dmg: int) -> void:
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health = max(0, health-dmg)
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if health == 0:
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die()
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if health < maxHealth:
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become_injured()
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func die() -> void:
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sprite.play("Dying")
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super.die()
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func _on_area_2d_body_entered(body: Node2D) -> void:
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# TODO: collision with other entities
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# check if colision with player
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if body.is_in_group("player"):
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handle_collision_player(body)
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# Function to handle collision logic
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func handle_collision_player(player):
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self.health -= player.damage
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if sprite:
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if self.health <= 0:
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self.die()
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else:
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sprite.play("Injured")
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func become_injured() -> void:
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sprite.animation = "Injured"
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sprite.play()
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# FIXME: Doesn't work with injured sprite
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# Mirroring table:
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@ -45,9 +45,8 @@ animations = [{
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"speed": 1.0
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}]
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[node name="NucleotidePrey" instance=ExtResource("1_qvulj")]
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[node name="NucleotidePrey" groups=["prey"] instance=ExtResource("1_qvulj")]
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collision_layer = 2
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collision_mask = 3
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motion_mode = 1
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script = ExtResource("2_0227s")
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maxHealth = 20
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@ -57,9 +56,3 @@ scale = Vector2(0.1, 0.1)
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sprite_frames = SubResource("SpriteFrames_66x8p")
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animation = &"Dying"
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frame_progress = 0.60472965
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D" index="0"]
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position = Vector2(7.215866, -0.5034294)
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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)
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[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]
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@ -1,28 +0,0 @@
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extends Node
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var preyScene = preload("res://molecular/nucleotide_prey.tscn")
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#var predatorScene = preload("res://Predator.tscn")
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var score
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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for i in range(0, 100, 10):
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spawn_creature(preyScene, Vector2(i, i))
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spawn_random()
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spawn_random()
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spawn_random()
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spawn_random()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func spawn_random() -> void:
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spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
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func spawn_creature(scene, position: Vector2) -> void:
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var instance = scene.instantiate()
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instance.position = position
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add_child(instance)
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@ -22,6 +22,7 @@ GameManager="*res://game_manager.gd"
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[global_group]
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player="All scenes that constitute players should be added here."
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prey="any passive killable entities belong in this group"
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[input]
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@ -45,6 +46,11 @@ move_down={
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"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)
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]
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}
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try_attack={
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"deadzone": 0.2,
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"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)
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]
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}
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[layer_names]
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@ -5,4 +5,6 @@
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[node name="NPC" type="CharacterBody2D"]
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script = ExtResource("1_ucjfp")
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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position = Vector2(7.215866, -0.5034294)
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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)
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