Reactor, and enemies attacking the tiles

This commit is contained in:
2025-08-31 14:30:18 +08:00
parent c72353716f
commit 09511b37c9
17 changed files with 517 additions and 222 deletions

View File

@@ -33,6 +33,15 @@
"layer": 1,
"size": [1, 1]
},
"reactor": {
"scene": "res://Scenes/Tiles/ReactorTile.tscn",
"cost": {},
"durability": 200,
"buildTime": 5.0,
"allowedRotations": [0],
"layer": 1,
"size": [3, 3]
},
"enemy_nest": {
"scene": "res://Scenes/Tiles/EnemyNest.tscn",
"cost": {},

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://b3ffcucytwmk"]
[gd_scene load_steps=5 format=3 uid="uid://b3ffcucytwmk"]
[ext_resource type="Texture2D" uid="uid://dlhpiyxtmp707" path="res://Scenes/Entities/Enemy.jpg" id="1_8q37v"]
[ext_resource type="Script" uid="uid://cvsmy820b8dwl" path="res://Scripts/Entities/Enemy.cs" id="1_jajit"]
@@ -6,6 +6,9 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_jajit"]
size = Vector2(60, 74)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_wmvnc"]
size = Vector2(70, 84)
[node name="Enemy" type="CharacterBody2D"]
collision_layer = 2
collision_mask = 3
@@ -17,3 +20,8 @@ shape = SubResource("RectangleShape2D_jajit")
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.1, 0.1)
texture = ExtResource("1_8q37v")
[node name="AttackArea" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
shape = SubResource("RectangleShape2D_wmvnc")

View File

@@ -14,9 +14,8 @@ script = ExtResource("2_oss8w")
[node name="PlacementSystem" type="Node2D" parent="."]
script = ExtResource("2_sxhdm")
[node name="Player" parent="." node_paths=PackedStringArray("Inventory") instance=ExtResource("3_oss8w")]
[node name="Player" parent="." instance=ExtResource("3_oss8w")]
scale = Vector2(0.35, 0.35)
Inventory = NodePath("")
[node name="HUD" parent="." instance=ExtResource("8_hud_scene")]

Binary file not shown.

After

Width:  |  Height:  |  Size: 544 KiB

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://fg03qxqphp7n"
path="res://.godot/imported/ReactorTile.png-f6f5bfaa813b044011d6b0a5736b9bc6.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Scenes/Tiles/ReactorTile.png"
dest_files=["res://.godot/imported/ReactorTile.png-f6f5bfaa813b044011d6b0a5736b9bc6.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,26 @@
[gd_scene load_steps=4 format=3 uid="uid://w6ni678js7cu"]
[ext_resource type="Script" uid="uid://c4k3ottt7j3b1" path="res://Scripts/Tiles/ReactorTile.cs" id="1_yldg2"]
[ext_resource type="Texture2D" uid="uid://fg03qxqphp7n" path="res://Scenes/Tiles/ReactorTile.png" id="3_fk1vt"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8o613"]
size = Vector2(54, 54)
[node name="ReactorTile" type="StaticBody2D"]
script = ExtResource("1_yldg2")
TileId = "reactor"
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.3, 0.3)
texture = ExtResource("3_fk1vt")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(3, 3)
shape = SubResource("RectangleShape2D_8o613")
[node name="ProgressOverlay" type="ColorRect" parent="."]
offset_left = -81.0
offset_top = -81.0
offset_right = -27.0
offset_bottom = -27.0
scale = Vector2(3, 3)

View File

@@ -1,193 +1,270 @@
using System.Collections.Generic;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
using AceFieldNewHorizon.Scripts.System;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Enemy : CharacterBody2D
{
public const string EnemyGroupName = "Enemy";
[Export] public float MoveSpeed = 150.0f;
[Export] public float DetectionRadius = 300.0f;
[Export] public float AttackRange = 50.0f;
[Export] public int Damage = 10;
[Export] public float AttackCooldown = 1.0f;
[Export] public int MaxHealth = 100;
[Export] public bool ShowDamageNumbers = true;
private Player _player;
private float _attackTimer = 0;
private bool _isPlayerInRange = false;
private Area2D _detectionArea;
private int _currentHealth;
private ProgressBar _healthBar;
public int CurrentHealth
{
get => _currentHealth;
private set
{
_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
UpdateHealthBar();
if (_currentHealth <= 0)
{
Die();
}
}
}
public bool IsDead => _currentHealth <= 0;
public const string EnemyGroupName = "Enemy";
public override void _Ready()
{
_currentHealth = MaxHealth;
// Create health bar
_healthBar = new ProgressBar
{
MaxValue = MaxHealth,
Value = _currentHealth,
Size = new Vector2(40, 4),
ShowPercentage = false,
Visible = false
};
var healthBarContainer = new Control();
healthBarContainer.AddChild(_healthBar);
AddChild(healthBarContainer);
healthBarContainer.Position = new Vector2(-20, -20); // Adjust position as needed
// Create detection area
_detectionArea = new Area2D();
var collisionShape = new CollisionShape2D();
var shape = new CircleShape2D();
shape.Radius = DetectionRadius;
collisionShape.Shape = shape;
_detectionArea.AddChild(collisionShape);
AddChild(_detectionArea);
// Connect signals
_detectionArea.BodyEntered += OnBodyEnteredDetection;
_detectionArea.BodyExited += OnBodyExitedDetection;
AddToGroup(EnemyGroupName);
}
public override void _Process(double delta)
{
if (IsDead) return;
if (_player != null && _isPlayerInRange)
{
// Face the player
LookAt(_player.GlobalPosition);
// Move towards player if not in attack range
var direction = GlobalPosition.DirectionTo(_player.GlobalPosition);
var distance = GlobalPosition.DistanceTo(_player.GlobalPosition);
if (distance > AttackRange)
{
Velocity = direction * MoveSpeed;
}
else
{
Velocity = Vector2.Zero;
TryAttackPlayer(delta);
}
MoveAndSlide();
}
}
public void TakeDamage(int damage, Vector2? hitPosition = null)
{
if (IsDead) return;
CurrentHealth -= damage;
// Show damage number (optional)
if (ShowDamageNumbers)
{
var damageLabel = new Label
{
Text = $"-{damage}",
Position = hitPosition ?? GlobalPosition,
ZIndex = 1000
};
GetTree().CurrentScene.AddChild(damageLabel);
// Animate and remove damage number
var tween = CreateTween();
tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
}
// Visual feedback
var originalModulate = Modulate;
Modulate = new Color(1, 0.5f, 0.5f); // Flash red
var tweenFlash = CreateTween();
tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
}
private void UpdateHealthBar()
{
if (_healthBar != null)
{
_healthBar.Value = _currentHealth;
_healthBar.Visible = _currentHealth < MaxHealth; // Only show when damaged
}
}
private void Die()
{
// Play death animation/sound
// You can add a death animation here
// Disable collisions and hide
SetProcess(false);
SetPhysicsProcess(false);
Hide();
// Queue free after a delay (for any death animation/sound to play)
var timer = new Timer();
AddChild(timer);
timer.Timeout += () => QueueFree();
timer.Start(0.5f);
}
private void TryAttackPlayer(double delta)
{
if (IsDead) return;
_attackTimer += (float)delta;
if (_attackTimer >= AttackCooldown)
{
_attackTimer = 0;
// Here you can implement the attack logic
// For example: _player.TakeDamage(Damage);
GD.Print("Enemy attacks player!");
}
}
private void OnBodyEnteredDetection(Node2D body)
{
if (body is Player player)
{
_player = player;
_isPlayerInRange = true;
}
}
private void OnBodyExitedDetection(Node2D body)
{
if (body == _player)
{
_isPlayerInRange = false;
Velocity = Vector2.Zero;
}
}
}
[Export] public float MoveSpeed = 150.0f;
[Export] public float DetectionRadius = 300.0f;
[Export] public float AttackRadius = 80.0f;
[Export] public int Damage = 10;
[Export] public float AttackCooldown = 1.0f;
[Export] public int MaxHealth = 100;
[Export] public bool ShowDamageNumbers = true;
private BaseTile _targetTile;
private ReactorTile _reactor;
private float _attackTimer = 0;
private Area2D _detectionArea;
private Area2D _attackArea;
private int _currentHealth;
private ProgressBar _healthBar;
private GridManager _gridManager;
// Track collisions with potential targets
private readonly HashSet<BaseTile> _collidingTiles = [];
public int CurrentHealth
{
get => _currentHealth;
private set
{
_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
UpdateHealthBar();
if (_currentHealth <= 0)
{
Die();
}
}
}
public bool IsDead => _currentHealth <= 0;
public override void _Ready()
{
_currentHealth = MaxHealth;
_gridManager = DependencyInjection.Container.GetInstance<GridManager>();
// Find the reactor in the scene
_reactor = GetTree().GetFirstNodeInGroup(ReactorTile.ReactorGroupName) as ReactorTile;
// Create health bar
_healthBar = new ProgressBar
{
MaxValue = MaxHealth,
Value = _currentHealth,
Size = new Vector2(40, 4),
ShowPercentage = false,
Visible = false
};
var healthBarContainer = new Control();
healthBarContainer.AddChild(_healthBar);
AddChild(healthBarContainer);
healthBarContainer.Position = new Vector2(-20, -20);
// Create detection area for finding targets
_detectionArea = new Area2D();
var collisionShape = new CollisionShape2D();
var shape = new CircleShape2D();
shape.Radius = DetectionRadius;
collisionShape.Shape = shape;
_detectionArea.AddChild(collisionShape);
AddChild(_detectionArea);
_attackArea = GetNodeOrNull<Area2D>("AttackArea");
// Connect signals
_detectionArea.BodyEntered += OnBodyEnteredDetection;
_detectionArea.BodyExited += OnBodyExitedDetection;
if (_attackArea != null)
{
_attackArea.BodyEntered += OnBodyEntered;
_attackArea.BodyExited += OnBodyExited;
}
AddToGroup(EnemyGroupName);
}
public override void _Process(double delta)
{
if (IsDead) return;
// Find the best target if we don't have one
if (_targetTile == null || _targetTile.IsDestroyed || !_targetTile.IsInsideTree())
{
UpdateTarget();
}
// Move towards current target
if (_targetTile != null)
{
var direction = GlobalPosition.DirectionTo(_targetTile.GlobalPosition);
Velocity = direction * MoveSpeed;
LookAt(_targetTile.GlobalPosition);
MoveAndSlide();
}
// Attack any colliding tiles
if (_attackTimer > 0)
{
_attackTimer -= (float)delta;
}
else if (_collidingTiles.Count > 0)
{
// Attack the first colliding tile
foreach (var tile in _collidingTiles)
{
if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
{
TryAttackTile(tile);
break;
}
}
}
}
private void UpdateTarget()
{
// If we have a valid target in collision, use that
foreach (var tile in _collidingTiles)
{
if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
{
_targetTile = tile;
return;
}
}
// Otherwise find the reactor
if (_reactor != null && !_reactor.IsDestroyed && _reactor.IsInsideTree())
{
_targetTile = _reactor;
}
else
{
_targetTile = null;
}
}
private void TryAttackTile(BaseTile tile)
{
if (IsDead || tile == null || tile.IsDestroyed || !tile.IsInsideTree())
return;
_attackTimer = AttackCooldown;
bool wasDestroyed = tile.TakeDamage(Damage);
GD.Print($"Attacking {tile.Name} for {Damage} damage. Was destroyed: {wasDestroyed}");
if (wasDestroyed)
{
_collidingTiles.Remove(tile);
if (_targetTile == tile)
{
_targetTile = null;
}
}
}
private void OnBodyEntered(Node2D body)
{
if (body is BaseTile { IsDestroyed: false } tile && !body.IsInGroup("Hostile"))
{
GD.Print($"[Enemy] {body.Name} Entered attack range");
_collidingTiles.Add(tile);
if (_targetTile == null || _targetTile.IsDestroyed || !_targetTile.IsInsideTree())
{
_targetTile = tile;
}
// Attack immediately on collision
TryAttackTile(tile);
}
}
private void OnBodyExited(Node2D body)
{
if (body.GetParent() is BaseTile tile)
{
_collidingTiles.Remove(tile);
if (_targetTile == tile)
{
_targetTile = null;
}
}
}
private void OnBodyEnteredDetection(Node2D body)
{
// Keep this for initial target detection if needed
}
private void OnBodyExitedDetection(Node2D body)
{
// Keep this for target cleanup if needed
}
public void TakeDamage(int damage, Vector2? hitPosition = null)
{
if (IsDead) return;
CurrentHealth -= damage;
// Show damage number (optional)
if (ShowDamageNumbers)
{
var damageLabel = new Label
{
Text = $"-{damage}",
Position = hitPosition ?? GlobalPosition,
ZIndex = 1000
};
GetTree().CurrentScene.AddChild(damageLabel);
// Animate and remove damage number
var tween = CreateTween();
tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
}
// Visual feedback
var originalModulate = Modulate;
Modulate = new Color(1, 0.5f, 0.5f); // Flash red
var tweenFlash = CreateTween();
tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
}
private void UpdateHealthBar()
{
if (_healthBar != null)
{
_healthBar.Value = _currentHealth;
_healthBar.Visible = _currentHealth < MaxHealth; // Only show when damaged
}
}
private void Die()
{
// Play death animation/sound
// You can add a death animation here
// Disable collisions and hide
SetProcess(false);
SetPhysicsProcess(false);
Hide();
// Queue free after a delay (for any death animation/sound to play)
var timer = new Timer();
AddChild(timer);
timer.Timeout += () => QueueFree();
timer.Start(0.5f);
}
}

View File

@@ -1,4 +1,3 @@
using System;
using AceFieldNewHorizon.Scripts.System;
using Godot;

View File

@@ -8,11 +8,20 @@ public partial class Hud : CanvasLayer
private ResourceManager _resourceManager;
private VBoxContainer _resourceDisplay;
private readonly Dictionary<string, Label> _resourceLabels = new();
private VBoxContainer _pickupLogContainer;
public override void _Ready()
{
_resourceDisplay = GetNode<VBoxContainer>("ResourceDisplay");
_pickupLogContainer = new VBoxContainer();
_pickupLogContainer.Name = "PickupLogContainer";
_pickupLogContainer.SetAnchorsPreset(Control.LayoutPreset.BottomLeft);
_pickupLogContainer.OffsetLeft = 10;
_pickupLogContainer.OffsetBottom = -10; // Negative offset from bottom anchor
_pickupLogContainer.GrowVertical = Control.GrowDirection.Begin; // Make it grow upwards
AddChild(_pickupLogContainer);
_resourceManager = DependencyInjection.Container.GetInstance<ResourceManager>();
if (_resourceManager == null)
{
@@ -21,6 +30,7 @@ public partial class Hud : CanvasLayer
}
_resourceManager.OnResourceChanged += UpdateResourceDisplay;
_resourceManager.OnResourcePickedUp += OnResourcePickedUp;
// Initialize display with current resources
foreach (var entry in _resourceManager.GetAllResources())
@@ -54,11 +64,39 @@ public partial class Hud : CanvasLayer
}
}
private void OnResourcePickedUp(string resourceId, int amount)
{
AddPickupLogEntry($"Picked up {amount} {resourceId}!");
}
private void AddPickupLogEntry(string message)
{
var logLabel = new Label();
logLabel.Text = message;
_pickupLogContainer.AddChild(logLabel);
var timer = new Timer();
timer.WaitTime = 3.0f;
timer.OneShot = true;
timer.Autostart = true;
logLabel.AddChild(timer); // Add timer as child of the label
timer.Timeout += () => OnLogEntryTimeout(logLabel);
}
private void OnLogEntryTimeout(Label logLabel)
{
// Start fading out the label
var tween = logLabel.CreateTween();
tween.TweenProperty(logLabel, "modulate", new Color(1, 1, 1, 0), 0.5f); // Fade out over 0.5 seconds
tween.TweenCallback(Callable.From(() => logLabel.QueueFree())); // Free after fading
}
public override void _ExitTree()
{
if (_resourceManager != null)
{
_resourceManager.OnResourceChanged -= UpdateResourceDisplay;
_resourceManager.OnResourcePickedUp -= OnResourcePickedUp;
}
}
}

View File

@@ -67,6 +67,9 @@ public partial class NaturalResourceGenerator : Node2D
}
GD.Print($"{LogPrefix} NaturalResourceGenerator ready, SpawnEnemyNest = {SpawnEnemyNest}");
GD.Print($"{LogPrefix} Spawning the core reactor...");
SpawnCoreReactor();
if (SpawnEnemyNest)
{
@@ -393,6 +396,12 @@ public partial class NaturalResourceGenerator : Node2D
GD.Print($"{LogPrefix} Finished placing vein - placed {placedCount}/{maxSize} {tileType} tiles");
}
private void SpawnCoreReactor()
{
// Place the reactor tile at the center of the map
PlaceTile("reactor", new Vector2I(0, 0));
}
private void SpawnRandomEnemyNest()
{
// Generate a random position within the specified distance from origin
@@ -402,7 +411,7 @@ public partial class NaturalResourceGenerator : Node2D
var nestPosition = new Vector2I((int)offset.X, (int)offset.Y);
// Try to find a valid position for the nest
int attempts = 0;
var attempts = 0;
const int maxAttempts = 10;
while (attempts < maxAttempts)
@@ -428,25 +437,18 @@ public partial class NaturalResourceGenerator : Node2D
{
try
{
// For enemy nest, we want to place it on top of existing ground
if (tileType != "enemy_nest")
{
// Original behavior for other tile types
Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
}
else
{
// For enemy nest, check if there's ground below (skip for now)
GD.Print($"{LogPrefix} Attempting placing nest at {cell}.");
}
var building = Registry.GetBuilding(tileType);
if (building == null)
{
GD.PrintErr($"{LogPrefix} Building type not found in registry: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Found building in registry: {tileType}");
// Free area for ground layer if needed
if (building.Layer == GridLayer.Ground)
Grid.FreeArea(cell, building.Size, 0f, GridLayer.Ground);
else
GD.Print($"{LogPrefix} Attempting placing building tile {tileType} at {cell}.");
var scene = building.Scene;
if (scene == null)
@@ -454,29 +456,24 @@ public partial class NaturalResourceGenerator : Node2D
GD.PrintErr($"{LogPrefix} Scene is null for building type: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Scene loaded for {tileType}");
if (scene.Instantiate() is not BaseTile instance)
{
GD.PrintErr($"{LogPrefix} Failed to instantiate scene for: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Successfully instantiated {tileType}");
// Use the same positioning logic as PlacementManager
// Calculate position with proper offset based on building size
var rotatedSize = building.GetRotatedSize(0f);
var offset = GridUtils.GetCenterOffset(rotatedSize, 0f);
instance.ZIndex = (int)building.Layer;
instance.GlobalPosition = GridUtils.GridToWorld(cell) + offset;
instance.Grid = Grid;
AddChild(instance);
// For enemy nest, use Building layer
var layer = tileType == "enemy_nest" ? GridLayer.Building : building.Layer;
Grid.OccupyArea(cell, instance, building.Size, 0f, layer);
// Occupy the appropriate area based on building size
Grid.OccupyArea(cell, instance, building.Size, 0f, building.Layer);
// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell} on layer {layer}");
return true;
}
catch (Exception e)

View File

@@ -203,7 +203,6 @@ public partial class PlacementManager : Node2D
var scene = building.Scene;
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.Grid = Grid;
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
@@ -251,7 +250,6 @@ public partial class PlacementManager : Node2D
// Create the building instance
var scene = building.Scene;
var buildingInstance = (BaseTile)scene.Instantiate();
buildingInstance.Grid = Grid;
buildingInstance.RotationDegrees = _currentRotation;
buildingInstance.ZIndex = (int)building.Layer;
buildingInstance.Position = _ghostBuilding.Position;

View File

@@ -13,6 +13,10 @@ public partial class ResourceManager : Node
// Event for when resource amounts change
[Signal]
public delegate void OnResourceChangedEventHandler(string resourceId, int newAmount);
// Event for when resources are picked up (added)
[Signal]
public delegate void OnResourcePickedUpEventHandler(string resourceId, int amount);
public override void _Ready()
{
@@ -43,6 +47,7 @@ public partial class ResourceManager : Node
}
EmitSignal(nameof(OnResourceChanged), resourceId, _resources[resourceId]);
EmitSignal(nameof(OnResourcePickedUp), resourceId, amount);
}
// Remove resources of a specific type

View File

@@ -9,30 +9,46 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
{
[Export] public string TileId { get; set; }
[Export] public GridManager Grid { get; set; }
protected GridManager Grid { get; set; }
protected BuildingRegistry Registry { get; set; }
public int MaxDurability { get; private set; }
public int CurrentDurability { get; private set; }
public bool IsDestroyed { get; private set; }
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
private ColorRect _progressOverlay;
private Action _onConstructionComplete;
private Tween _damageTween;
public bool IsConstructing;
public bool IsConstructed;
public override void _Ready()
{
Grid = DependencyInjection.Container.GetInstance<GridManager>();
Registry = DependencyInjection.Container.GetInstance<BuildingRegistry>();
_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
if (_progressOverlay != null)
_progressOverlay.Visible = false;
// Get durability from BuildingRegistry
var buildingData = Registry?.GetBuilding(TileId);
MaxDurability = buildingData?.Durability ?? 100; // Default to 100 if not found
CurrentDurability = MaxDurability;
IsDestroyed = false;
}
public virtual void SetGhostMode(bool canPlace)
{
// Don't modify collision for constructing buildings
if (IsConstructing) return;
if (_collisionShape != null)
_collisionShape.Disabled = true;
@@ -50,6 +66,78 @@ public partial class BaseTile : Node2D
_sprite.Modulate = Colors.White;
}
public virtual bool TakeDamage(int damage)
{
if (IsDestroyed || IsConstructing) return false;
GD.Print($"[Tile] {TileId} {GetInstanceId()} took {damage} damage");
CurrentDurability = Mathf.Max(0, CurrentDurability - damage);
// Visual feedback for taking damage
ShowDamageEffect();
if (CurrentDurability <= 0)
{
Destroy();
return true; // Tile was destroyed
}
return false; // Tile is still alive
}
private void ShowDamageEffect()
{
if (_sprite == null) return;
// Cancel any existing tween
_damageTween?.Kill();
_damageTween = CreateTween();
// Flash red briefly
_damageTween.TweenProperty(_sprite, "modulate", Colors.Red, 0.1f);
_damageTween.TweenProperty(_sprite, "modulate", Colors.White, 0.1f);
// Shake effect
var originalPosition = _sprite.Position;
_damageTween.TweenMethod(
Callable.From<Vector2>(pos => _sprite.Position = pos),
originalPosition + new Vector2(-2, -2),
originalPosition + new Vector2(2, 2),
0.05f
).SetTrans(Tween.TransitionType.Bounce).SetEase(Tween.EaseType.InOut);
_damageTween.TweenMethod(
Callable.From<Vector2>(pos => _sprite.Position = pos),
originalPosition + new Vector2(2, 2),
originalPosition,
0.05f
).SetTrans(Tween.TransitionType.Bounce).SetEase(Tween.EaseType.InOut);
}
public virtual void Destroy()
{
if (IsDestroyed) return;
IsDestroyed = true;
// Disable collision using SetDeferred to avoid physics update conflicts
_collisionShape?.SetDeferred("disabled", true);
// Fade out and remove
var tween = CreateTween();
tween.TweenProperty(this, "modulate:a", 0f, 0.3f);
tween.TweenCallback(Callable.From(() => CallDeferred("queue_free")));
// Emit signal or call method when tile is destroyed
CallDeferred(nameof(OnTileDestroyed));
}
protected virtual void OnTileDestroyed()
{
// Can be overridden by derived classes for custom destruction behavior
}
// Building progress visualization
public void StartConstruction(float buildTime, Action onComplete = null)
{
@@ -57,7 +145,7 @@ public partial class BaseTile : Node2D
if (_collisionShape != null)
_collisionShape.Disabled = true;
if (_progressOverlay == null || _sprite?.Texture == null)
if (_progressOverlay == null || _sprite?.Texture == null)
{
IsConstructing = false;
onComplete?.Invoke();
@@ -95,15 +183,15 @@ public partial class BaseTile : Node2D
// Fade out the overlay
await FadeOutOverlay(0.5f);
// Construction complete - restore full opacity and enable collision
if (_sprite != null)
_sprite.Modulate = Colors.White;
IsConstructing = false;
if (_collisionShape != null)
_collisionShape.Disabled = false;
_onConstructionComplete?.Invoke();
IsConstructed = true;
}

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@@ -18,6 +18,9 @@ public partial class EnemyNestTile : BaseTile
{
base._Ready();
// Add to Hostile group to prevent enemies from attacking their own nest
AddToGroup("Hostile");
// Create and configure the timer
_spawnTimer = new Timer
{

View File

@@ -0,0 +1,13 @@
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class ReactorTile : BaseTile
{
public static readonly string ReactorGroupName = "Reactor";
public override void _Ready()
{
base._Ready();
AddToGroup(ReactorGroupName);
}
}

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@@ -0,0 +1 @@
uid://c4k3ottt7j3b1

View File

@@ -121,7 +121,7 @@ public partial class TurretTile : BaseTile
// Reset attack cooldown
_attackTimer = AttackCooldown;
GD.Print("Turret attacking enemy!");
GD.Print("[Turret] Turret firing!");
}
}
}