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

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@@ -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);
}
}

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