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Assets/Scripts/EnemyScripts/IQEnemy.cs
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206
Assets/Scripts/EnemyScripts/IQEnemy.cs
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using Godot;
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using System;
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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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public float HP;
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float MaxHP, RegenerationAmmount, RegenerationInterval, WalkSpeed, JumpHeight, JumpInterval, DetectionRange;
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// Enemy Conditions
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bool GroundDetected, LedgeDetected, WallDetected, CanJump;
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String FacingDirection;
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// Enemy Abilities
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bool AbilityJump, AbilityMove, AbilityAttack, AbilityDash, AbilityCloak, AbilityTeleport, AbilityRegenerate;
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public override void _Ready()
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{
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// Read & Set Abilities
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if (HasMeta("AbilityJump")) AbilityJump = (bool)GetMeta("AbilityJump");
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else AbilityJump = true;
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if (HasMeta("AbilityMove")) AbilityMove = (bool)GetMeta("AbilityMove");
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else AbilityMove = true;
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if (HasMeta("AbilityAttack")) AbilityAttack = (bool)GetMeta("AbilityAttack");
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else AbilityAttack = true;
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if (HasMeta("AbilityDash")) AbilityDash = (bool)GetMeta("AbilityDash");
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else AbilityDash = false;
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if (HasMeta("AbilityCloak")) AbilityCloak = (bool)GetMeta("AbilityCloak");
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else AbilityCloak = false;
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if (HasMeta("AbilityTeleport")) AbilityTeleport = (bool)GetMeta("AbilityTeleport");
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else AbilityTeleport = false;
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if (HasMeta("AbilityRegenerate")) AbilityRegenerate = (bool)GetMeta("AbilityRegenerate");
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else AbilityRegenerate = true;
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if (HasMeta("RegenerationAmmount")) RegenerationAmmount = (float)GetMeta("RegenerationAmmount");
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else RegenerationAmmount = 1.0f;
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if (HasMeta("RegenerationInterval")) RegenerationInterval = (float)GetMeta("RegenerationInterval");
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else RegenerationInterval = 1.0f;
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if (HasMeta("WalkSpeed")) WalkSpeed = (float)GetMeta("WalkSpeed");
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else WalkSpeed = 20.0f;
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if (HasMeta("JumpHeight")) JumpHeight = (float)GetMeta("JumpHeight");
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else JumpHeight = 250.0f;
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if (HasMeta("JumpInterval")) JumpInterval = (float)GetMeta("JumpInterval");
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else JumpInterval = 1.0f;
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if (HasMeta("DetectionRange")) DetectionRange = (float)GetMeta("DetectionRange");
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else DetectionRange = 100.0f;
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JumpHeight *= -1;
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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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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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CanJump = AbilityJump;
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// Apply IQ based permenant modifiers
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IQ = (int)GetMeta("IQ"); // Read IQ
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if (IQ >= 100) MaxHP += 20;
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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 / 10;
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JumpHeight += IQ / 15;
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}
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public override void _PhysicsProcess(double delta)
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{
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// Update Timer
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GlobalTimer = GetTree().Root.GetNode<CommonData>("CommonData").GlobalTimer;
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// Show current hp for testing purposes
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if (HasMeta("CurrentHP")) SetMeta("CurrentHP", HP);
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// Regenerate Health
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if (AbilityRegenerate){
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if (GlobalTimer % RegenerationInterval == 0) Regenerate(RegenerationAmmount);
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}
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// Jump Cooldown
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if (AbilityJump){
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if (GlobalTimer % JumpInterval == 0) CanJump = true;
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}
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// Movement
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// Add gravity.
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if (GroundDetected == false) Velocity = new Vector2(Velocity[0],Velocity[1] + 10);
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#region 20IQ
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if (AbilityMove){
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if (IQ >= 0 && IQ <= 20){ // Goomba ahh diddy blud
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if (GroundDetected && LedgeDetected == false) Flip(); // Flip when presented with a ledge
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if (WallDetected) Flip(); // Flip when comeing in contact with a wall
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if (GroundDetected) Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]); // Walk
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}
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#endregion
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#region 30IQ
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if (IQ > 20 && IQ <= 30){ // Goomba w/ hopps (no judy)
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Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]); // Walk
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if (WallDetected && GroundDetected && Velocity[1] == 0) Jump(0.0f);
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if (WallDetected && GroundDetected && Velocity[1] > 0) Flip(); // Wall too high
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}
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#endregion
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#region 40IQ
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if (IQ > 30 && IQ <= 40){ // Adds jumping when reaching edge as feature (also adding directional x force)
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Velocity = (GroundDetected) ? new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]) : new Vector2 (Velocity[0] + 0.05f, Velocity[1]); // Walk on ground : air
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if (WallDetected && GroundDetected) Jump(0.0f);
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if (GroundDetected && LedgeDetected == false) Jump(50.0f * VAH.Scale[0]); // Jump at ledge with x motion
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if (WallDetected && GroundDetected && Velocity[1] > 0) Flip(); // Wall too high
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}
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#endregion
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#region 60IQ
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if (IQ > 40 && IQ <= 60){ // Concious of what side of the enemy the player is on
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if (DetectsPlayer()){ // Pursuing Player
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var CurrentLevel = GetTree().Root.GetChildren();
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float DistanceFromPlayerX = GlobalPosition[0] - CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[0];
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if (DistanceFromPlayerX > (30.0f / (IQ / 4))) if (VAH.Scale[0] > 0)Flip(); // left of player
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if (DistanceFromPlayerX < (-30.0f / (IQ / 4))) if (VAH.Scale[0] < 0)Flip(); // right of player
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if (DistanceFromPlayerX < (-30.0f / (IQ / 4)) && GroundDetected && GlobalPosition[1] > CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[1]) Jump(0.0f); // Jump when player is overhead
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} else{ // Patrol
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if (WallDetected && GroundDetected && Velocity[1] > 0)Flip(); // Wall too high (flips when it lands on the ground in front of a wall)
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}
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// Common Behaviors
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Velocity = (GroundDetected) ? new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]) : new Vector2 (Velocity[0] + 0.05f, Velocity[1]); // Walk on ground : air
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if (WallDetected && GroundDetected) Jump(0.0f); // Jump when touching a wall
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if (GroundDetected && LedgeDetected == false) Jump(50.0f * VAH.Scale[0]); // Jump at ledge with x motion
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}
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#endregion
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#region 80IQ
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if (IQ > 60 && IQ <= 80){ // Maintain distance to avoid melee attacks and optimise ranged attacks
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}
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#endregion
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#region 1000IQ
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if (IQ > 80 && IQ <= 100){ // Basic Pathfinding
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}
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#endregion
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#region 120IQ
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if (IQ > 100 && IQ <= 120){ // Advanced Pathfindinhg
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}
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#endregion
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#region 140IQ
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if (IQ > 120 && IQ <= 140){ // Advanced movement options
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}
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}
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#endregion
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MoveAndSlide(); // Updates physics applied this frame
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}
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void Flip(){
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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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void Jump(float xMagnitude){
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if (GroundDetected && CanJump) {Velocity = new Vector2(Velocity[0] + xMagnitude, JumpHeight);
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CanJump = false;}
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}
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bool DetectsPlayer(){
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var CurrentLevel = GetTree().Root.GetChildren();
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return (GlobalPosition.DistanceTo(CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition) <= DetectionRange) ? true : false;
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}
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public void Regenerate(float ammount){
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if (HP < MaxHP) HP += ammount;
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if (HP > MaxHP) HP = MaxHP; // Catch errors
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}
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public void Damage(float ammount){
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HP -= ammount;
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if (HP <= 0) Kill();
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}
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public void Kill(){
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QueueFree(); // Change to proper death w/ corpse
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}
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// Ground Detection
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public void OnGroundEntered(Node2D body){if (body is TileMapLayer tileLayer) GroundDetected = true;}
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public void OnGroundExited(Node2D body){if (body is TileMapLayer tileLayer) GroundDetected = false;}
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// Ledge Detection
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public void OnLedgeEntered(Node2D body){if (body is TileMapLayer tileLayer) LedgeDetected = true;}
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public void OnLedgeExited(Node2D body){if (body is TileMapLayer tileLayer) LedgeDetected = false;}
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// Wall Detection
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public void OnWallEntered(Node2D body){if (body is TileMapLayer tileLayer) WallDetected = true;}
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public void OnWallExited(Node2D body){if (body is TileMapLayer tileLayer) WallDetected = false;}
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}
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1
Assets/Scripts/EnemyScripts/IQEnemy.cs.uid
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1
Assets/Scripts/EnemyScripts/IQEnemy.cs.uid
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uid://cy22d14qd0f48
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