Optimised enemy code
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@@ -3,6 +3,8 @@
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[ext_resource type="Script" uid="uid://cy22d14qd0f48" path="res://Assets/Scenes/DEVSCENES/IQBasedEnemy.cs" id="1_a638n"]
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[ext_resource type="Texture2D" uid="uid://c0pno0ac25r7i" path="res://Assets/Sprites/knight.png" id="2_xbll0"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bc7hl"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_a1e3t"]
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atlas = ExtResource("2_xbll0")
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region = Rect2(0, 64, 32, 32)
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@@ -125,15 +127,23 @@ animations = [{
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_41iyt"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bc7hl"]
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[node name="Enemy20IQ" type="RigidBody2D"]
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[node name="IQEnemy" type="RigidBody2D"]
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collision_layer = 8
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collision_mask = 3
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script = ExtResource("1_a638n")
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metadata/IQ = 20
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metadata/MaxHP = 100.0
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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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[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="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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position = Vector2(9.536743e-07, 5.684342e-14)
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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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@@ -3,10 +3,15 @@ using System;
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public partial class IQBasedEnemy : RigidBody2D
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{
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// Misc
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float GlobalTimer;
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// Enemy Stats
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public int IQ;
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public float HP;
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public float MaxHP;
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float RegenerationAmmount;
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float RegenerationInterval;
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// Enemy Conditions
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float CurrentYVelocity;
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@@ -14,32 +19,79 @@ public partial class IQBasedEnemy : RigidBody2D
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public bool IsGrounded;
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// Enemy Abilities
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bool AbilityJump = false;
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bool AbilityMove = false;
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bool AbilityAttack = false;
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bool AbilityDash = false;
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bool AbilityCloak = false;
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bool AbilityTeleport = false;
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bool AbilityRegenerate = false;
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public override void _Ready()
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{
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IQ = (int)GetMeta("IQ"); // Read IQ
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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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if (HasMeta("AbilityMove")) AbilityMove = (bool)GetMeta("AbilityMove");
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if (HasMeta("AbilityAttack")) AbilityAttack = (bool)GetMeta("AbilityAttack");
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if (HasMeta("AbilityDash")) AbilityDash = (bool)GetMeta("AbilityDash");
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if (HasMeta("AbilityCloak")) AbilityCloak = (bool)GetMeta("AbilityCloak");
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if (HasMeta("AbilityTeleport")) AbilityTeleport = (bool)GetMeta("AbilityTeleport");
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if (HasMeta("AbilityRegenerate")) AbilityRegenerate = (bool)GetMeta("AbilityRegenerate");
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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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// Read and set stats
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if (HasMeta("MaxHP")) MaxHP = (float)GetMeta("MaxHP");
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MaxHP = (float)GetMeta("MaxHP"); // Get Max HP
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if (IQ >= 100)
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MaxHP += 20;
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HP = MaxHP;
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CurrentYVelocity = 0f;
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PreviousYVelocity = 0f;
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// Set up ground detection
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GetNode<Area2D>("GroundDetector").AreaEntered += OnGroundEntered;
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GetNode<Area2D>("GroundDetector").AreaExited += OnGroundExited;
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IsGrounded = true;
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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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}
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public override void _Process(double delta)
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{
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// Ground Detection
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CurrentYVelocity = LinearVelocity[1];
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if (CurrentYVelocity == 0 && PreviousYVelocity == 0)
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IsGrounded = true;
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else
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IsGrounded = false;
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PreviousYVelocity = CurrentYVelocity;
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// Incriment Global Timer
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GlobalTimer += (float)delta;
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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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}
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void Flip(string facing){
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if (facing == "RIGHT") Scale = new Vector2(1,1);
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if (facing =="LEFT") Scale = new Vector2(-1,1);
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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(Area2D area){if (area.CollisionLayer == 0) IsGrounded = true;}
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public void OnGroundExited(Area2D area){if (area.CollisionLayer == 0) IsGrounded = false;}
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}
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