Got most basic enemy movement working
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@@ -240,7 +240,7 @@ tile_set = SubResource("TileSet_q0ben")
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[node name="Enemies" type="Node" parent="."]
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[node name="IQEnemy" parent="Enemies" instance=ExtResource("8_s63xy")]
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position = Vector2(221, -26)
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position = Vector2(306, -26)
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[node name="StaticThreats" type="Node" parent="."]
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@@ -5,6 +5,7 @@ public partial class IQEnemy : CharacterBody2D
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{
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// Misc
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float GlobalTimer;
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Node2D VAH; // Shorthand refrence
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// Enemy Stats
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public int IQ;
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@@ -54,20 +55,21 @@ public partial class IQEnemy : CharacterBody2D
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// Read and set stats
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if (HasMeta("MaxHP")) MaxHP = (float)GetMeta("MaxHP");
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FacingDirection = "RIGHT";
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VAH = GetNode<Node2D>("VisualsAndHitboxes");
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// Set up collision detection
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GetNode<Area2D>("GroundDetector").BodyEntered += OnGroundEntered; // Ground
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GetNode<Area2D>("GroundDetector").BodyExited += OnGroundExited;
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GetNode<Area2D>("LedgeDetector").BodyEntered += OnLedgeEntered; // Ledge
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GetNode<Area2D>("LedgeDetector").BodyExited += OnLedgeExited;
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GetNode<Area2D>("WallDetector").BodyEntered += OnWallEntered; // Wall
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GetNode<Area2D>("WallDetector").BodyExited += OnWallExited;
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VAH.GetNode<Area2D>("GroundDetector").BodyEntered += OnGroundEntered; // Ground
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VAH.GetNode<Area2D>("GroundDetector").BodyExited += OnGroundExited;
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VAH.GetNode<Area2D>("LedgeDetector").BodyEntered += OnLedgeEntered; // Ledge
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VAH.GetNode<Area2D>("LedgeDetector").BodyExited += OnLedgeExited;
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VAH.GetNode<Area2D>("WallDetector").BodyEntered += OnWallEntered; // Wall
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VAH.GetNode<Area2D>("WallDetector").BodyExited += OnWallExited;
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GroundDetected = false;
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LedgeDetected = false;
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WallDetected = false;
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FacingDirection = "RIGHT";
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// Apply IQ based permenant modifiers
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IQ = (int)GetMeta("IQ"); // Read IQ
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@@ -75,6 +77,9 @@ public partial class IQEnemy : CharacterBody2D
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HP = MaxHP;
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if (IQ >= 100 && HasMeta("RegenerationInterval")) RegenerationInterval *= 0.9f;
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if (IQ >= 100 && HasMeta("RegenerationAmmount")) RegenerationAmmount *= 1.05f; // 5% increase
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WalkSpeed += IQ / 20;
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JumpHeight += IQ / 30;
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}
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public override void _Process(double delta)
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@@ -97,22 +102,17 @@ public partial class IQEnemy : CharacterBody2D
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if (IQ <= 20){ // Goomba ahh diddy blud
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if (GroundDetected && LedgeDetected == false){Flip();}
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if (WallDetected){Flip();}
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// Walk
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * Scale[0], Velocity[1]);}
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]);} // Walk
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}
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MoveAndSlide(); // Updates physics applied this frame
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}
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void Flip(){
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if (FacingDirection == "RIGHT"){
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Scale = new Vector2(-1,1);
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FacingDirection = "LEFT";
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}
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else if (FacingDirection == "LEFT")
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{
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Scale = new Vector2(1,1);
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FacingDirection = "RIGHT";
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}
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VAH.Scale = new Vector2(-1 * VAH.Scale[0],1);
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WallDetected = false;
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LedgeDetected = true;
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if (FacingDirection == "RIGHT"){FacingDirection = "LEFT";}
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else if (FacingDirection == "LEFT"){FacingDirection = "RIGHT";}
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}
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public void Regenerate(float ammount){
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@@ -3,8 +3,6 @@
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[ext_resource type="Script" uid="uid://cy22d14qd0f48" path="res://Assets/Scenes/DEVSCENES/IQEnemy.cs" id="1_p53ib"]
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[ext_resource type="Texture2D" uid="uid://c0pno0ac25r7i" path="res://Assets/Sprites/knight.png" id="2_o0b1e"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bc7hl"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_41iyt"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_a1e3t"]
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@@ -127,6 +125,8 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bc7hl"]
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[node name="IQEnemy" type="CharacterBody2D"]
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collision_layer = 8
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collision_mask = 3
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@@ -134,38 +134,40 @@ script = ExtResource("1_p53ib")
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metadata/IQ = 20
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metadata/AbilityRegenerate = true
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[node name="GroundDetector" type="Area2D" parent="."]
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position = Vector2(1.1368684e-13, 10.999999)
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scale = Vector2(0.099999994, 0.099999994)
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="GroundDetector"]
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scale = Vector2(0.99999994, 0.99999994)
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shape = SubResource("RectangleShape2D_bc7hl")
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[node name="LedgeDetector" type="Area2D" parent="."]
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LedgeDetector"]
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position = Vector2(14, 14)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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[node name="WallDetector" type="Area2D" parent="."]
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="WallDetector"]
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position = Vector2(14, 9.536743e-07)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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[node name="Hitbox" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_41iyt")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="VisualsAndHitboxes" type="Node2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="VisualsAndHitboxes"]
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position = Vector2(9.536743e-07, -1.9999999)
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scale = Vector2(0.99999994, 0.99999994)
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sprite_frames = SubResource("SpriteFrames_rqn21")
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autoplay = "default"
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frame = 1
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frame_progress = 0.9866207
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[node name="GroundDetector" type="Area2D" parent="VisualsAndHitboxes"]
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position = Vector2(1.1368684e-13, 10.999999)
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scale = Vector2(0.099999994, 0.099999994)
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="VisualsAndHitboxes/GroundDetector"]
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scale = Vector2(0.99999994, 0.99999994)
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shape = SubResource("RectangleShape2D_bc7hl")
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[node name="LedgeDetector" type="Area2D" parent="VisualsAndHitboxes"]
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="VisualsAndHitboxes/LedgeDetector"]
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position = Vector2(14, 14)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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[node name="WallDetector" type="Area2D" parent="VisualsAndHitboxes"]
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="VisualsAndHitboxes/WallDetector"]
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position = Vector2(14, 9.536743e-07)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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