Added Lunge Mechanic

This commit is contained in:
Jojackman1
2026-01-29 08:22:48 -07:00
parent 30f564323a
commit 9382d3f3a5
2 changed files with 32 additions and 15 deletions

View File

@@ -10,14 +10,14 @@ public partial class IQEnemy : CharacterBody2D
// Enemy Stats
public int IQ;
public float HP;
float MaxHP, RegenerationAmmount, RegenerationInterval, WalkSpeed, JumpHeight, JumpInterval, DetectionRange;
float MaxHP, RegenerationAmmount, RegenerationInterval, WalkSpeed, JumpHeight, JumpInterval, LungeInterval, DetectionRange;
// Enemy Conditions
bool GroundDetected, LedgeDetected, WallDetected, CanJump;
bool GroundDetected, LedgeDetected, WallDetected, CanJump, CanLunge;
String FacingDirection;
// Enemy Abilities
bool AbilityJump, AbilityMove, AbilityAttack, AbilityDash, AbilityCloak, AbilityTeleport, AbilityRegenerate;
bool AbilityJump, AbilityMove, AbilityAttack, AbilityDash, AbilityLunge, AbilityCloak, AbilityTeleport, AbilityRegenerate;
public override void _Ready()
{
@@ -30,6 +30,8 @@ public partial class IQEnemy : CharacterBody2D
else AbilityAttack = true;
if (HasMeta("AbilityDash")) AbilityDash = (bool)GetMeta("AbilityDash");
else AbilityDash = false;
if (HasMeta("AbilityLunge")) AbilityLunge = (bool)GetMeta("AbilityLunge");
else AbilityLunge = false;
if (HasMeta("AbilityCloak")) AbilityCloak = (bool)GetMeta("AbilityCloak");
else AbilityCloak = false;
if (HasMeta("AbilityTeleport")) AbilityTeleport = (bool)GetMeta("AbilityTeleport");
@@ -46,6 +48,8 @@ public partial class IQEnemy : CharacterBody2D
else JumpHeight = 250.0f;
if (HasMeta("JumpInterval")) JumpInterval = (float)GetMeta("JumpInterval");
else JumpInterval = 1.0f;
if (HasMeta("LungeInterval")) LungeInterval = (float)GetMeta("LungeInterval");
else LungeInterval = 1.0f;
if (HasMeta("DetectionRange")) DetectionRange = (float)GetMeta("DetectionRange");
else DetectionRange = 100.0f;
JumpHeight *= -1;
@@ -68,6 +72,7 @@ public partial class IQEnemy : CharacterBody2D
LedgeDetected = false;
WallDetected = false;
CanJump = AbilityJump;
CanLunge = AbilityLunge;
// Apply IQ based permenant modifiers
IQ = (int)GetMeta("IQ"); // Read IQ
@@ -89,6 +94,7 @@ public partial class IQEnemy : CharacterBody2D
// Show current hp for testing purposes
if (HasMeta("CurrentHP")) SetMeta("CurrentHP", HP);
// Cooldowns
// Regenerate Health
if (AbilityRegenerate){
if (GlobalTimer % RegenerationInterval == 0) Regenerate(RegenerationAmmount);
@@ -97,6 +103,10 @@ public partial class IQEnemy : CharacterBody2D
if (AbilityJump){
if (GlobalTimer % JumpInterval == 0) CanJump = true;
}
// Lunge Cooldown
if (AbilityLunge){
if (GlobalTimer % LungeInterval == 0) CanLunge = true;
}
// Movement
// Add gravity.
@@ -133,6 +143,7 @@ public partial class IQEnemy : CharacterBody2D
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[1] > CurrentLevel[2].GetNode<Node2D>("Player").GlobalPosition[1]) Jump(0.0f); // Jump when player is overhead
if (DistanceFromPlayerX > DetectionRange / 2.0f) Lunge(100.0f * VAH.Scale[0]);
} else{ // Patrol
if (WallDetected && GroundDetected && Velocity[1] > 0)Flip(); // Wall too high (flips when it lands on the ground in front of a wall)
}
@@ -174,6 +185,11 @@ public partial class IQEnemy : CharacterBody2D
if (GroundDetected && CanJump) {Velocity = new Vector2(Velocity[0] + xMagnitude, JumpHeight);
CanJump = false;}
}
void Lunge(float xMagnitude){
if (GroundDetected && CanLunge) {Velocity = new Vector2(Velocity[0] + xMagnitude, JumpHeight / 2.0f);
CanLunge = false;}
}
bool DetectsPlayer(){
var CurrentLevel = GetTree().Root.GetChildren();