Consolodated jump logic

This commit is contained in:
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2026-01-28 13:15:32 -07:00
parent 6a00e320b3
commit 4392367ef6

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@@ -10,25 +10,32 @@ public partial class IQEnemy : CharacterBody2D
// Enemy Stats
public int IQ;
public float HP;
float MaxHP, RegenerationAmmount, RegenerationInterval, WalkSpeed, JumpHeight, DetectionRange;
float MaxHP, RegenerationAmmount, RegenerationInterval, WalkSpeed, JumpHeight, JumpInterval, DetectionRange;
// Enemy Conditions
bool GroundDetected, LedgeDetected, WallDetected;
bool GroundDetected, LedgeDetected, WallDetected, CanJump;
String FacingDirection;
// Enemy Abilities
bool AbilityJump, AbilityMove, AbilityAttack, AbilityDash, AbilityCloak, AbilityTeleport, AbilityRegenerate = false;
bool AbilityJump, AbilityMove, AbilityAttack, AbilityDash, AbilityCloak, AbilityTeleport, AbilityRegenerate;
public override void _Ready()
{
// Read & Set Abilities
if (HasMeta("AbilityJump")) AbilityJump = (bool)GetMeta("AbilityJump");
else AbilityJump = true;
if (HasMeta("AbilityMove")) AbilityMove = (bool)GetMeta("AbilityMove");
else AbilityMove = true;
if (HasMeta("AbilityAttack")) AbilityAttack = (bool)GetMeta("AbilityAttack");
else AbilityAttack = true;
if (HasMeta("AbilityDash")) AbilityDash = (bool)GetMeta("AbilityDash");
else AbilityDash = false;
if (HasMeta("AbilityCloak")) AbilityCloak = (bool)GetMeta("AbilityCloak");
else AbilityCloak = false;
if (HasMeta("AbilityTeleport")) AbilityTeleport = (bool)GetMeta("AbilityTeleport");
else AbilityTeleport = false;
if (HasMeta("AbilityRegenerate")) AbilityRegenerate = (bool)GetMeta("AbilityRegenerate");
else AbilityRegenerate = true;
if (HasMeta("RegenerationAmmount")) RegenerationAmmount = (float)GetMeta("RegenerationAmmount");
else RegenerationAmmount = 1.0f;
if (HasMeta("RegenerationInterval")) RegenerationInterval = (float)GetMeta("RegenerationInterval");
@@ -37,6 +44,8 @@ public partial class IQEnemy : CharacterBody2D
else WalkSpeed = 20.0f;
if (HasMeta("JumpHeight")) JumpHeight = (float)GetMeta("JumpHeight");
else JumpHeight = 250.0f;
if (HasMeta("JumpInterval")) JumpInterval = (float)GetMeta("JumpInterval");
else JumpInterval = 1.0f;
if (HasMeta("DetectionRange")) DetectionRange = (float)GetMeta("DetectionRange");
else DetectionRange = 100.0f;
JumpHeight *= -1;
@@ -58,6 +67,7 @@ public partial class IQEnemy : CharacterBody2D
GroundDetected = false;
LedgeDetected = false;
WallDetected = false;
CanJump = AbilityJump;
// Apply IQ based permenant modifiers
IQ = (int)GetMeta("IQ"); // Read IQ
@@ -83,12 +93,17 @@ public partial class IQEnemy : CharacterBody2D
if (AbilityRegenerate){
if (GlobalTimer % RegenerationInterval == 0) Regenerate(RegenerationAmmount);
}
// Jump Cooldown
if (AbilityJump){
if (GlobalTimer % JumpInterval == 0) CanJump = true;
}
// Movement
// Add gravity.
if (GroundDetected == false) Velocity = new Vector2(Velocity[0],Velocity[1] + 10);
#region 20IQ
if (AbilityMove){
if (IQ >= 0 && IQ <= 20){ // Goomba ahh diddy blud
if (GroundDetected && LedgeDetected == false) Flip(); // Flip when presented with a ledge
if (WallDetected) Flip(); // Flip when comeing in contact with a wall
@@ -98,16 +113,16 @@ public partial class IQEnemy : CharacterBody2D
#region 30IQ
if (IQ > 20 && IQ <= 30){ // Goomba w/ hopps (no judy)
Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]); // Walk
if (WallDetected && GroundDetected && Velocity[1] == 0) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump
if (WallDetected && GroundDetected && Velocity[1] == 0) Jump();
if (WallDetected && GroundDetected && Velocity[1] > 0) Flip(); // Wall too high
}
#endregion
#region 40IQ
if (IQ > 30 && IQ <= 40){ // Adds jumping when reaching edge as feature (also adding directional x force)
Velocity = (GroundDetected) ? new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]) : new Vector2(WalkSpeed * VAH.Scale[0] / 2, Velocity[1]); // Walk on air or ground
if (WallDetected && GroundDetected && Velocity[1] == 0) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump
//if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0] * 50, JumpHeight); // Jump at ledge
if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump at ledge
if (WallDetected && GroundDetected && Velocity[1] == 0) Jump();
//if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0] * 50, JumpHeight); // Jump at ledge with x motion
if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Jump(); // Jump at ledge
if (WallDetected && GroundDetected && Velocity[1] > 0) Flip(); // Wall too high
}
#endregion
@@ -118,15 +133,15 @@ public partial class IQEnemy : CharacterBody2D
float DistanceFromPlayerX = GlobalPosition[0] - CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[0];
if (DistanceFromPlayerX > (30.0f / (IQ / 4))) if (VAH.Scale[0] > 0)Flip(); // left of player
if (DistanceFromPlayerX < (-30.0f / (IQ / 4))) if (VAH.Scale[0] < 0)Flip(); // right of player
if (DistanceFromPlayerX < (-30.0f / (IQ / 4)) && GroundDetected && GlobalPosition[0] > CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[1]) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump when player is overhead
if (DistanceFromPlayerX < (-30.0f / (IQ / 4)) && GroundDetected && GlobalPosition[0] > CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[1]) Jump(); // Jump when player is overhead
} else { // Patrol
if (WallDetected && GroundDetected && Velocity[1] > 0)Flip(); // Wall too high
}
// Common Behaviors
Velocity = (GroundDetected) ? new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]) : new Vector2(WalkSpeed * VAH.Scale[0] / 2, Velocity[1]); // Walk on air or ground
if (WallDetected && GroundDetected && Velocity[1] == 0) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump
//if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0] * 50, JumpHeight); // Jump at ledge
if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0], JumpHeight); // Jump at ledge
if (WallDetected && GroundDetected && Velocity[1] == 0) Jump(); // Jump
//if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Velocity = new Vector2(Velocity[0] * 50, JumpHeight); // Jump at ledge with x motion
if (GroundDetected && LedgeDetected == false && Velocity[1] == 0) Jump(); // Jump at ledge
}
#endregion
#region 80IQ
@@ -144,6 +159,7 @@ public partial class IQEnemy : CharacterBody2D
#region 140IQ
if (IQ > 120 && IQ <= 140){ // Advanced movement options
}
}
#endregion
MoveAndSlide(); // Updates physics applied this frame
}
@@ -156,6 +172,11 @@ public partial class IQEnemy : CharacterBody2D
else if (FacingDirection == "LEFT"){FacingDirection = "RIGHT";}
}
void Jump(){
if (GroundDetected && CanJump) {Velocity = new Vector2(Velocity[0], JumpHeight);
CanJump = false;}
}
bool DetectsPlayer(){
var CurrentLevel = GetTree().Root.GetChildren();
return (GlobalPosition.DistanceTo(CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition) <= DetectionRange) ? true : false;