ft: predator mostly done
This commit is contained in:
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detect_3d/compress_to=1
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@@ -1,16 +1,18 @@
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extends CharacterBody2D
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||||
@export var attack_duration = 0.4
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@export var attack_cooldown_duration = 0.6
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@export var attack_duration: float = 0.4
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@export var attack_cooldown_duration: float = 0.6
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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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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@export var speed = 200
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var damage = 10
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var can_attack = true
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# TODO: these stats are shared across most entities; extract to resource?
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@export var speed: int = 200
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var damage: int = 10
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var can_attack: bool = true
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var desired_rotation: float = 0
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func _ready() -> void:
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var screen_size = get_viewport_rect().size
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@@ -20,6 +22,7 @@ func _ready() -> void:
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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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@@ -33,10 +36,15 @@ func _process(delta):
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if Input.is_action_pressed("try_attack"):
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try_attack()
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if not velocity.is_zero_approx():
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self.rotation = atan2(velocity.y, velocity.x)
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self.desired_rotation = atan2(velocity.y, velocity.x)
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# smoothly rotate
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if self.rotation != self.desired_rotation:
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self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
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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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@@ -60,7 +68,7 @@ func _on_cooldown_timeout() -> void:
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func _on_attack_hit(body: Node2D) -> void:
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var hit_hittable = false
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if body.is_in_group("prey") or body.is_in_group("predators"):
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if body.is_in_group("prey") or body.is_in_group("predator"):
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if body.has_method("handle_damage"):
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body.handle_damage(damage, self)
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hit_hittable = true
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@@ -70,3 +78,7 @@ func _on_attack_hit(body: Node2D) -> void:
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await get_tree().create_timer(0.2).timeout
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sprite.play("default")
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# TODO: resource handling logic
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func handle_damage(dmg: int, src: Node) -> void:
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# TODO: damage logic
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pass
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@@ -1,14 +1,18 @@
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extends AbstractPredator2D
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# TODO: attacking logic + behaviour
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# TODO: movement is buged (seems to not move/teleport somewhat
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# FIXME: (general) tracking across wrapping boundary
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# TODO: mirroring (thought, extracct that to general function/resource?
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@onready var sprite = $AnimatedSprite2D
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@onready var fsm = $StateMachine
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@export var speed = 0.8
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var can_attack: bool = true
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var desired_rotation: float = self.rotation
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@onready var sprite = $AnimatedSprite2D
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@onready var fsm: StateMachine = $StateMachine
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@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
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@export var damage: int = 15
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@export var attack_range = 20
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@export var sight_range = 200
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@export var speed = 0.8
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func _ready() -> void:
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health = maxHealth
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@@ -24,7 +28,7 @@ func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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pass
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# FIXME: (also goes for prey) this is framerate dependent
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# FIXME: (also goes for prey) this is framerate dependent UNLESS called from a _physics function.
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func move(motion: Vector3, mod: float = 1.0) -> void:
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move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
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self.desired_rotation = atan2(motion.y, motion.x)
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||||
@@ -32,7 +36,45 @@ func move(motion: Vector3, mod: float = 1.0) -> 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 try_attack(target: Node) -> void:
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if not can_attack:
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return
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attack(target)
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func attack(target: Node) -> void:
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can_attack = false
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var hit_hittable = false
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if target.is_in_group("prey") or target.is_in_group("player"):
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if target.has_method("handle_damage"):
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target.handle_damage(damage, self)
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hit_hittable = true
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elif target.is_in_group("resources"):
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# TODO: resource handling logic
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pass
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if hit_hittable:
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attack_cooldown_timer.start()
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func handle_damage(dmg: int, src: Node) -> 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/2:
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become_injured()
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fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
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elif health < maxHealth:
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become_injured()
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fsm.transition_to_next_state(fsm.States.HUNTING, {"target": src})
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func die() -> void:
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super.die()
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func become_injured() -> void:
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sprite.play("Hurt")
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func _on_sight_body_entered(body: Node2D) -> void:
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if body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
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if fsm.map(fsm.state) != fsm.States.HUNTING and body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
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fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})
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func _on_attack_cooldown_timer_timeout() -> void:
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can_attack = true
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||||
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||||
@@ -2,9 +2,12 @@
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||||
|
||||
[ext_resource type="Script" uid="uid://d07cjelbqbiug" path="res://molecular/predator/hammerhead_predator.gd" id="1_xp037"]
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[ext_resource type="Texture2D" uid="uid://ch5rddsumyyhm" path="res://molecular/assets/predator/predator-healthy.png" id="2_34kwa"]
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[ext_resource type="Texture2D" uid="uid://30uwkdbnuu3h" path="res://molecular/assets/predator/hammerheadRibozyme-hunting.png" id="3_0ts4d"]
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[ext_resource type="Script" uid="uid://cygrmt03sx0k1" path="res://molecular/predator/state_machine.gd" id="3_xp037"]
|
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[ext_resource type="Script" uid="uid://xbiqj7ubmj7d" path="res://molecular/prey/state_idle.gd" id="4_8a23j"]
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[ext_resource type="Texture2D" uid="uid://jyuf4lgjo64" path="res://molecular/assets/predator/hammerheadRibozyme-hurt.png" id="4_shhro"]
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[ext_resource type="Script" uid="uid://ubcu8fdfxxj1" path="res://molecular/prey/state_random_movement.gd" id="5_6rsu5"]
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[ext_resource type="Script" uid="uid://bc7apl71t0q04" path="res://molecular/predator/state_hunting.gd" id="8_7qt2q"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_8a23j"]
|
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atlas = ExtResource("2_34kwa")
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@@ -18,6 +21,30 @@ region = Rect2(64, 0, 64, 64)
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atlas = ExtResource("2_34kwa")
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region = Rect2(128, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_nu6jw"]
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atlas = ExtResource("3_0ts4d")
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region = Rect2(0, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_8inuv"]
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atlas = ExtResource("3_0ts4d")
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region = Rect2(64, 0, 64, 64)
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||||
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||||
[sub_resource type="AtlasTexture" id="AtlasTexture_orf3n"]
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atlas = ExtResource("3_0ts4d")
|
||||
region = Rect2(128, 0, 64, 64)
|
||||
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||||
[sub_resource type="AtlasTexture" id="AtlasTexture_vkkje"]
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atlas = ExtResource("4_shhro")
|
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region = Rect2(0, 0, 64, 64)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jfmyn"]
|
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atlas = ExtResource("4_shhro")
|
||||
region = Rect2(64, 0, 64, 64)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_f26lq"]
|
||||
atlas = ExtResource("4_shhro")
|
||||
region = Rect2(128, 0, 64, 64)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_shhro"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
@@ -33,6 +60,34 @@ animations = [{
|
||||
"loop": true,
|
||||
"name": &"Healthy",
|
||||
"speed": 5.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_nu6jw")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_8inuv")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_orf3n")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"Hunting",
|
||||
"speed": 5.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_vkkje")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_jfmyn")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_f26lq")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"Hurt",
|
||||
"speed": 5.0
|
||||
}]
|
||||
|
||||
[node name="HammerheadPredator" type="CharacterBody2D" unique_id=678504815 groups=["predator"]]
|
||||
@@ -45,18 +100,20 @@ maxHealth = 50
|
||||
metadata/_custom_type_script = "uid://dgfimmq53whll"
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=410999609]
|
||||
rotation = 4.712389
|
||||
sprite_frames = SubResource("SpriteFrames_shhro")
|
||||
animation = &"Healthy"
|
||||
animation = &"Hunting"
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." unique_id=1596156928]
|
||||
light_mask = 4
|
||||
visibility_layer = 4
|
||||
position = Vector2(0.11167908, 1.1167793)
|
||||
rotation = -1.5707964
|
||||
polygon = PackedVector2Array(-22.184862, -27.994831, 23.481365, -27.21198, 13.82622, 25.891317, -6.005971, 25.891317)
|
||||
|
||||
[node name="StateMachine" type="Node" parent="." unique_id=1857729810 node_paths=PackedStringArray("initial_state")]
|
||||
script = ExtResource("3_xp037")
|
||||
initial_state = NodePath("Idle")
|
||||
initial_state = NodePath("RandomMovement")
|
||||
metadata/_custom_type_script = "uid://ck7k8ht54snsy"
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine" unique_id=265876039]
|
||||
@@ -73,6 +130,10 @@ metadata/_custom_type_script = "uid://co2xp7gauamql"
|
||||
[node name="Timer" type="Timer" parent="StateMachine/RandomMovement" unique_id=447822526]
|
||||
one_shot = true
|
||||
|
||||
[node name="Hunting" type="Node" parent="StateMachine" unique_id=1569866955]
|
||||
script = ExtResource("8_7qt2q")
|
||||
metadata/_custom_type_script = "uid://co2xp7gauamql"
|
||||
|
||||
[node name="Sight" type="Area2D" parent="." unique_id=1608385873]
|
||||
collision_layer = 0
|
||||
collision_mask = 7
|
||||
@@ -80,6 +141,15 @@ collision_mask = 7
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Sight" unique_id=1707240701]
|
||||
light_mask = 4
|
||||
visibility_layer = 4
|
||||
position = Vector2(-1.0900421, 1.6350927)
|
||||
rotation = -1.5707964
|
||||
polygon = PackedVector2Array(-27.769547, -29.426758, 31.88504, -29.184647, 12.700996, 28.7294, 56.058624, 148.93633, 22.979004, 163.77974, -19.854843, 161.65926, -53.782654, 143.84715, -8.333115, 30.157196)
|
||||
|
||||
[node name="AttackCooldownTimer" type="Timer" parent="." unique_id=435253442]
|
||||
wait_time = 0.5
|
||||
one_shot = true
|
||||
|
||||
[connection signal="timeout" from="StateMachine/Idle/Timer" to="StateMachine/Idle" method="_on_timer_timeout"]
|
||||
[connection signal="timeout" from="StateMachine/RandomMovement/Timer" to="StateMachine/RandomMovement" method="_on_timer_timeout"]
|
||||
[connection signal="body_entered" from="Sight" to="." method="_on_sight_body_entered"]
|
||||
[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_attack_cooldown_timer_timeout"]
|
||||
|
||||
26
evolve-die-repeat/molecular/predator/state_hunting.gd
Normal file
26
evolve-die-repeat/molecular/predator/state_hunting.gd
Normal file
@@ -0,0 +1,26 @@
|
||||
extends State
|
||||
|
||||
var target: Node2D
|
||||
|
||||
func enter(previous_state_path: String, data := {}) -> void:
|
||||
if data.has("target"):
|
||||
target = data["target"]
|
||||
owner.sprite.play("Hunting")
|
||||
else:
|
||||
# default behaviour; do nothing
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
|
||||
func physics_update(_delta: float) -> void:
|
||||
if target == owner or target == null or owner.position.distance_to(target.position) > owner.sight_range:
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
return
|
||||
|
||||
# alternatively, we could use a collision shape and inbuilt signals, but im not sure if that works better (mixing signals and custom fsm stuff i mean
|
||||
if owner.position.distance_to(target.position) > owner.attack_range:
|
||||
owner.move(move_towards(target.position))
|
||||
else:
|
||||
owner.attack(target)
|
||||
|
||||
func move_towards(pos: Vector2) -> Vector3:
|
||||
var diff = target.position - owner.position
|
||||
return Vector3(diff.x, diff.y ,0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bc7apl71t0q04
|
||||
@@ -16,3 +16,13 @@ func transition_to_next_state(target: int, data: Dictionary = {}) -> void:
|
||||
States.FLEEING: _transition_to_next_state("Fleeing", data)
|
||||
States.HUNTING: _transition_to_next_state("Hunting", data)
|
||||
_: push_error("Trying to transition to unknown state {target}")
|
||||
|
||||
func map(state: Node) -> States:
|
||||
match state.name:
|
||||
"Idle": return States.IDLE
|
||||
"RandomMovement": return States.RANDOMMOVEMENT
|
||||
"Feeding": return States.FEEDING
|
||||
"Fleeing": return States.FLEEING
|
||||
"Hunting": return States.HUNTING
|
||||
_: push_error("Unknown state {state.name}")
|
||||
return map(self.initial_state)
|
||||
|
||||
@@ -8,7 +8,7 @@ func enter(previous_state_path: String, data := {}) -> void:
|
||||
threat = data["threat"]
|
||||
else:
|
||||
# default behaviour; do nothing
|
||||
threat = owner
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
|
||||
func physics_update(_delta: float) -> void:
|
||||
if owner.position.distance_to(threat.position) > threshold or threat == owner:
|
||||
|
||||
@@ -2,25 +2,18 @@ extends State
|
||||
|
||||
@onready var timer = $Timer
|
||||
var dir = Vector3(1, 1, 0)
|
||||
var threshold = 1
|
||||
var max = 30
|
||||
|
||||
func enter(previous_state_path: String, data := {}) -> void:
|
||||
timer.start((float)(randi() % 5)/5)
|
||||
|
||||
func physics_update(_delta: float) -> void:
|
||||
if threshold == max:
|
||||
owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0), 4)
|
||||
threshold = 1
|
||||
else:
|
||||
threshold += 1
|
||||
owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0), 1)
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
if (randi() % 4 != 0):
|
||||
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
|
||||
else:
|
||||
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
|
||||
# finished.emit(owner.fsm.States.IDLE, {})
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
|
||||
func exit() -> void:
|
||||
timer.stop()
|
||||
|
||||
@@ -4,7 +4,7 @@ extends State
|
||||
var dir: Vector3 = Vector3(0,0,0);
|
||||
|
||||
func enter(previous_state_path: String, data := {}) -> void:
|
||||
timer.start((float)(randi() % 10)/20)
|
||||
timer.start((float)(randi() % 10)/5)
|
||||
dir = calc_dir(randi() % 360)
|
||||
|
||||
func physics_update(_delta: float) -> void:
|
||||
@@ -14,7 +14,8 @@ func calc_dir(angle: float) -> Vector3:
|
||||
return Vector3(cos(angle), sin(angle), 0)
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
|
||||
#finished.emit(owner.fsm.States.IDLE, {})
|
||||
|
||||
func exit() -> void:
|
||||
timer.stop()
|
||||
|
||||
Reference in New Issue
Block a user