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