✨ Turret shooting and damaing
This commit is contained in:
BIN
Scenes/Entities/Bullet.png
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BIN
Scenes/Entities/Bullet.png
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Binary file not shown.
After Width: | Height: | Size: 659 KiB |
34
Scenes/Entities/Bullet.png.import
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34
Scenes/Entities/Bullet.png.import
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@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b5mb8tu15rc2p"
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path="res://.godot/imported/Bullet.png-db4c50cb16094f39ca6a1b9de30a2fe2.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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||||
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source_file="res://Scenes/Entities/Bullet.png"
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dest_files=["res://.godot/imported/Bullet.png-db4c50cb16094f39ca6a1b9de30a2fe2.ctex"]
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|
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[params]
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||||
|
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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18
Scenes/Entities/Bullet.tscn
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18
Scenes/Entities/Bullet.tscn
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@@ -0,0 +1,18 @@
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||||
[gd_scene load_steps=4 format=3 uid="uid://erqawdsydh6a"]
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|
||||
[ext_resource type="Texture2D" uid="uid://b5mb8tu15rc2p" path="res://Scenes/Entities/Bullet.png" id="1_fi8au"]
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||||
[ext_resource type="Script" uid="uid://vgx2a8gm7l8b" path="res://Scripts/Entities/Bullet.cs" id="1_k5b1m"]
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||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_fi8au"]
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size = Vector2(44, 12)
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[node name="Bullet" type="Area2D"]
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collision_mask = 2
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script = ExtResource("1_k5b1m")
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|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
scale = Vector2(0.03, 0.03)
|
||||
texture = ExtResource("1_fi8au")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_fi8au")
|
@@ -7,6 +7,8 @@
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size = Vector2(60, 74)
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[node name="Enemy" type="CharacterBody2D"]
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collision_layer = 2
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collision_mask = 3
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script = ExtResource("1_jajit")
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||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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||||
|
@@ -4,6 +4,7 @@
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[ext_resource type="Texture2D" uid="uid://jye6c2ehuxtg" path="res://Scenes/Entities/Player.png" id="1_ucweq"]
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||||
[node name="Player" type="CharacterBody2D"]
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||||
collision_mask = 3
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||||
script = ExtResource("1_08t41")
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||||
MinZoom = 0.1
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MaxZoom = 5.0
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||||
|
@@ -8,6 +8,7 @@ size = Vector2(54, 54)
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[node name="GroundTile" type="StaticBody2D"]
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collision_layer = 0
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collision_mask = 0
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||||
script = ExtResource("1_mqsaf")
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||||
TileId = "ground"
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||||
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||||
|
@@ -8,6 +8,7 @@ size = Vector2(54, 54)
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[node name="OreIronTile" type="StaticBody2D"]
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||||
collision_layer = 0
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||||
collision_mask = 0
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||||
script = ExtResource("1_exnim")
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||||
TileId = "ore_iron"
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||||
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||||
|
@@ -8,6 +8,7 @@ size = Vector2(54, 54)
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[node name="StoneTile" type="StaticBody2D"]
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collision_layer = 0
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||||
collision_mask = 0
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||||
script = ExtResource("1_rndy8")
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||||
TileId = "stone"
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|
@@ -1,7 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://dbup2pvjl8het"]
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||||
[gd_scene load_steps=6 format=3 uid="uid://dbup2pvjl8het"]
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||||
|
||||
[ext_resource type="Script" uid="uid://n5g6i0uovxfk" path="res://Scripts/Tiles/TurretTile.cs" id="1_j3157"]
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||||
[ext_resource type="Texture2D" uid="uid://ckssi7soymu7g" path="res://Scenes/Tiles/TurretTile.png" id="2_7ljeh"]
|
||||
[ext_resource type="PackedScene" uid="uid://erqawdsydh6a" path="res://Scenes/Entities/Bullet.tscn" id="2_gfad6"]
|
||||
[ext_resource type="Texture2D" uid="uid://dmbbkwgff7dej" path="res://Scenes/Tiles/TurretTileBarrel.png" id="3_gfad6"]
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||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_pndcb"]
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||||
@@ -9,6 +10,8 @@ size = Vector2(54, 54)
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||||
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||||
[node name="Turret" type="StaticBody2D"]
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script = ExtResource("1_j3157")
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||||
BulletScene = ExtResource("2_gfad6")
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||||
BarrelTipPath = NodePath("Barrel/Marker2D")
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||||
TileId = "turret"
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||||
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||||
[node name="Sprite2D" type="Sprite2D" parent="."]
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||||
@@ -21,6 +24,10 @@ scale = Vector2(0.08, 0.08)
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||||
texture = ExtResource("3_gfad6")
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||||
offset = Vector2(0, -54)
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||||
|
||||
[node name="Marker2D" type="Marker2D" parent="Barrel"]
|
||||
position = Vector2(0, 37.5)
|
||||
scale = Vector2(12.5, 12.5)
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("RectangleShape2D_pndcb")
|
||||
|
||||
|
97
Scripts/Entities/Bullet.cs
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97
Scripts/Entities/Bullet.cs
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@@ -0,0 +1,97 @@
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Bullet : Area2D
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{
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[Export] public float Speed = 400.0f;
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[Export] public int Damage = 10;
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[Export] public float MaxDistance = 1000.0f;
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private Vector2 _direction = Vector2.Right;
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private Vector2 _startPosition;
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private float _distanceTraveled = 0f;
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private bool _hasHit = false;
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private uint _ignoreCollisionLayer = 0; // Layer to ignore (will be set by turret)
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public void Initialize(Vector2 direction, Vector2 position, float rotation, uint ignoreLayer = 0)
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{
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_direction = direction.Normalized();
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Position = position;
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||||
Rotation = rotation;
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_startPosition = position;
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||||
_ignoreCollisionLayer = ignoreLayer;
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||||
// Connect the area entered signal
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BodyEntered += OnBodyEntered;
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AreaEntered += OnAreaEntered;
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||||
}
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||||
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public override void _PhysicsProcess(double delta)
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{
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if (_hasHit) return;
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// Move the bullet
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var movement = _direction * Speed * (float)delta;
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Position += movement;
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_distanceTraveled += movement.Length();
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||||
// Check if bullet has traveled max distance
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if (_distanceTraveled >= MaxDistance)
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||||
{
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||||
QueueFree();
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||||
return;
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||||
}
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||||
}
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||||
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||||
private void OnBodyEntered(Node2D body)
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||||
{
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||||
HandleCollision(body);
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||||
}
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||||
|
||||
private void OnAreaEntered(Area2D area)
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||||
{
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||||
HandleCollision(area);
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||||
}
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||||
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||||
private void HandleCollision(Node2D node)
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||||
{
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||||
if (_hasHit) return;
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||||
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||||
// Skip collision if it's on the ignore layer
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||||
if (node is PhysicsBody2D physicsBody &&
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||||
(physicsBody.CollisionLayer & _ignoreCollisionLayer) != 0)
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||||
{
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||||
return;
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||||
}
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||||
|
||||
_hasHit = true;
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||||
|
||||
// If we hit an enemy, deal damage
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if (node is Enemy enemy)
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||||
{
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||||
// Get the global position where the bullet hit
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var hitPosition = GlobalPosition;
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||||
enemy.TakeDamage(Damage, hitPosition);
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}
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// Optional: Add hit effect here
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// CreateHitEffect();
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// Remove the bullet
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QueueFree();
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||||
}
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||||
private void CreateHitEffect()
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||||
{
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// You can add a hit effect here if desired
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||||
// For example, a small explosion or impact sprite
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||||
}
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||||
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public override void _ExitTree()
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{
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// Clean up signal connections
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BodyEntered -= OnBodyEntered;
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||||
AreaEntered -= OnAreaEntered;
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||||
}
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||||
}
|
1
Scripts/Entities/Bullet.cs.uid
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1
Scripts/Entities/Bullet.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://vgx2a8gm7l8b
|
@@ -11,14 +11,52 @@ public partial class Enemy : CharacterBody2D
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||||
[Export] public float AttackRange = 50.0f;
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||||
[Export] public int Damage = 10;
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||||
[Export] public float AttackCooldown = 1.0f;
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||||
[Export] public int MaxHealth = 100;
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[Export] public bool ShowDamageNumbers = true;
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||||
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||||
private Player _player;
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private float _attackTimer = 0;
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||||
private bool _isPlayerInRange = false;
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||||
private Area2D _detectionArea;
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||||
private int _currentHealth;
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||||
private ProgressBar _healthBar;
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||||
|
||||
public int CurrentHealth
|
||||
{
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||||
get => _currentHealth;
|
||||
private set
|
||||
{
|
||||
_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
|
||||
UpdateHealthBar();
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||||
|
||||
if (_currentHealth <= 0)
|
||||
{
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||||
Die();
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsDead => _currentHealth <= 0;
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||||
|
||||
public override void _Ready()
|
||||
{
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||||
_currentHealth = MaxHealth;
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||||
|
||||
// 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();
|
||||
@@ -37,6 +75,8 @@ public partial class Enemy : CharacterBody2D
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (IsDead) return;
|
||||
|
||||
if (_player != null && _isPlayerInRange)
|
||||
{
|
||||
// Face the player
|
||||
@@ -60,8 +100,68 @@ public partial class Enemy : CharacterBody2D
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
|
@@ -1,3 +1,4 @@
|
||||
using AceFieldNewHorizon.Scripts.Entities;
|
||||
using Godot;
|
||||
|
||||
namespace AceFieldNewHorizon.Scripts.Tiles;
|
||||
@@ -5,31 +6,69 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
|
||||
public partial class EnemyNestTile : BaseTile
|
||||
{
|
||||
[Export] public PackedScene EnemyScene;
|
||||
[Export] public int MaxEnemies = 5;
|
||||
[Export] public float SpawnDelay = 5.0f; // Time between spawn attempts
|
||||
[Export] public float SpawnRadius = 50.0f; // Radius around the nest where enemies can spawn
|
||||
[Export] public bool Active = true;
|
||||
|
||||
private Timer _spawnTimer;
|
||||
private int _currentEnemyCount = 0;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
// Create and configure the timer
|
||||
_spawnTimer = new Timer();
|
||||
_spawnTimer = new Timer
|
||||
{
|
||||
Autostart = true,
|
||||
WaitTime = SpawnDelay
|
||||
};
|
||||
AddChild(_spawnTimer);
|
||||
_spawnTimer.Timeout += OnSpawnTimerTimeout;
|
||||
_spawnTimer.Start(1.0f); // Start with 1 second interval
|
||||
}
|
||||
|
||||
private void OnSpawnTimerTimeout()
|
||||
{
|
||||
if (EnemyScene != null)
|
||||
if (!Active || EnemyScene == null || _currentEnemyCount >= MaxEnemies)
|
||||
return;
|
||||
|
||||
// Check if we can spawn more enemies
|
||||
var enemies = GetTree().GetNodesInGroup("Enemy");
|
||||
_currentEnemyCount = enemies.Count;
|
||||
|
||||
if (_currentEnemyCount >= MaxEnemies)
|
||||
return;
|
||||
|
||||
// Spawn a new enemy
|
||||
var enemy = EnemyScene.Instantiate<Enemy>();
|
||||
if (enemy != null)
|
||||
{
|
||||
var enemy = EnemyScene.Instantiate();
|
||||
GetParent().AddChild(enemy);
|
||||
|
||||
// Position the enemy at the nest's position
|
||||
if (enemy is Node2D enemy2D)
|
||||
{
|
||||
enemy2D.GlobalPosition = GlobalPosition;
|
||||
}
|
||||
// Calculate a random position within the spawn radius
|
||||
var randomAngle = GD.Randf() * Mathf.Pi * 2;
|
||||
var randomOffset = new Vector2(
|
||||
Mathf.Cos(randomAngle) * SpawnRadius,
|
||||
Mathf.Sin(randomAngle) * SpawnRadius
|
||||
);
|
||||
|
||||
enemy.GlobalPosition = GlobalPosition + randomOffset;
|
||||
_currentEnemyCount++;
|
||||
|
||||
// Connect to the enemy's death signal if available
|
||||
enemy.TreeExiting += () => OnEnemyDied();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnemyDied()
|
||||
{
|
||||
_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
|
||||
}
|
||||
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
Active = active;
|
||||
_spawnTimer.Paused = !active;
|
||||
}
|
||||
}
|
@@ -1,22 +1,43 @@
|
||||
using System.Linq;
|
||||
using AceFieldNewHorizon.Scripts.Entities;
|
||||
using Godot;
|
||||
|
||||
namespace AceFieldNewHorizon.Scripts.Tiles;
|
||||
|
||||
public partial class TurretTile : BaseTile
|
||||
{
|
||||
private Sprite2D _spriteBarrel;
|
||||
[Export] public PackedScene BulletScene;
|
||||
|
||||
[Export] public float RotationSpeed = 2.0f; // Radians per second
|
||||
[Export] public float AttackRange = 300.0f;
|
||||
[Export] public float AttackCooldown = 0.5f;
|
||||
[Export] public int Damage = 10;
|
||||
[Export] public float BulletSpeed = 400.0f;
|
||||
[Export] public NodePath BarrelTipPath;
|
||||
|
||||
private Node2D _spriteBarrel;
|
||||
private Node2D _barrelTip;
|
||||
private float _attackTimer = 0;
|
||||
private bool _hasTarget = false;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
_spriteBarrel = GetNodeOrNull<Node2D>("Barrel");
|
||||
_barrelTip = GetNodeOrNull<Node2D>(BarrelTipPath);
|
||||
|
||||
_spriteBarrel = GetNodeOrNull<Sprite2D>("Barrel");
|
||||
if (_barrelTip == null && _spriteBarrel != null)
|
||||
{
|
||||
// If no barrel tip is specified, use the end of the barrel sprite
|
||||
_barrelTip = _spriteBarrel.GetNodeOrNull<Node2D>("BarrelTip");
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetGhostMode(bool canPlace)
|
||||
{
|
||||
base.SetGhostMode(canPlace);
|
||||
|
||||
|
||||
if (_spriteBarrel != null)
|
||||
_spriteBarrel.Modulate = canPlace
|
||||
? new Color(0, 1, 0, 0.5f)
|
||||
@@ -26,8 +47,81 @@ public partial class TurretTile : BaseTile
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public override void FinalizePlacement()
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{
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base.FinalizePlacement();
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if (_spriteBarrel != null)
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_spriteBarrel.Modulate = Colors.White;
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}
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public override void _Process(double delta)
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{
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if (!IsConstructed) return;
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// Update attack cooldown
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if (_attackTimer > 0)
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{
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_attackTimer -= (float)delta;
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}
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// Find the nearest enemy
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var enemies = GetTree().GetNodesInGroup(Enemy.EnemyGroupName)
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.OfType<Enemy>()
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.Where(e => e.GlobalPosition.DistanceTo(GlobalPosition) <= AttackRange)
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.OrderBy(e => e.GlobalPosition.DistanceTo(GlobalPosition))
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.ToList();
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if (enemies.Count > 0)
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{
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var nearestEnemy = enemies[0];
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_hasTarget = true;
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// Calculate target angle
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var direction = (nearestEnemy.GlobalPosition - _spriteBarrel.GlobalPosition).Normalized();
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var targetAngle = Mathf.Atan2(direction.Y, direction.X);
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// Smoothly rotate towards target
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_spriteBarrel.Rotation = Mathf.LerpAngle(_spriteBarrel.Rotation, targetAngle, (float)delta * RotationSpeed);
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// Check if we're facing the target and can attack
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if (Mathf.Abs(Mathf.Wrap(targetAngle - _spriteBarrel.Rotation, -Mathf.Pi, Mathf.Pi)) < 0.1f)
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TryAttack(nearestEnemy.GlobalPosition);
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}
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else
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{
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_hasTarget = false;
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}
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}
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private void TryAttack(Vector2 targetPosition)
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{
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if (_attackTimer <= 0 && BulletScene != null && _barrelTip != null)
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{
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// Create bullet instance
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var bullet = BulletScene.Instantiate<Bullet>();
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// Calculate direction and rotation
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var direction = (targetPosition - _barrelTip.GlobalPosition).Normalized();
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var bulletRotation = direction.Angle();
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// Set bullet position and rotation
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GetTree().CurrentScene.AddChild(bullet);
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bullet.GlobalPosition = _barrelTip.GlobalPosition;
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bullet.Rotation = bulletRotation; // Use the calculated rotation
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// Initialize bullet with direction and damage
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bullet.Initialize(
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direction,
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bullet.GlobalPosition,
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bulletRotation, // Pass the calculated rotation
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1 // Pass the turret's collision layer to ignore
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);
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bullet.Damage = Damage;
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bullet.Speed = BulletSpeed;
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bullet.MaxDistance = AttackRange * 1.5f; // Bullets can travel slightly further than attack range
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// Reset attack cooldown
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_attackTimer = AttackCooldown;
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GD.Print("Turret attacking enemy!");
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}
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}
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}
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