✨ Turret shooting and damaing
This commit is contained in:
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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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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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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private void HandleCollision(Node2D node)
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{
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if (_hasHit) return;
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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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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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}
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1
Scripts/Entities/Bullet.cs.uid
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1
Scripts/Entities/Bullet.cs.uid
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@@ -0,0 +1 @@
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uid://vgx2a8gm7l8b
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@@ -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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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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{
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get => _currentHealth;
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private set
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{
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_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
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UpdateHealthBar();
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if (_currentHealth <= 0)
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{
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Die();
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}
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}
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}
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public bool IsDead => _currentHealth <= 0;
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public override void _Ready()
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{
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_currentHealth = MaxHealth;
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// Create health bar
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_healthBar = new ProgressBar
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{
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MaxValue = MaxHealth,
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Value = _currentHealth,
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Size = new Vector2(40, 4),
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ShowPercentage = false,
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Visible = false
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};
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var healthBarContainer = new Control();
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healthBarContainer.AddChild(_healthBar);
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AddChild(healthBarContainer);
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healthBarContainer.Position = new Vector2(-20, -20); // Adjust position as needed
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// Create detection area
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_detectionArea = new Area2D();
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var collisionShape = new CollisionShape2D();
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@@ -37,6 +75,8 @@ public partial class Enemy : CharacterBody2D
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public override void _Process(double delta)
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{
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if (IsDead) return;
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if (_player != null && _isPlayerInRange)
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{
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// Face the player
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@@ -60,8 +100,68 @@ public partial class Enemy : CharacterBody2D
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}
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}
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public void TakeDamage(int damage, Vector2? hitPosition = null)
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{
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if (IsDead) return;
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CurrentHealth -= damage;
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// Show damage number (optional)
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if (ShowDamageNumbers)
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{
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var damageLabel = new Label
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{
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Text = $"-{damage}",
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Position = hitPosition ?? GlobalPosition,
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ZIndex = 1000
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};
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GetTree().CurrentScene.AddChild(damageLabel);
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// Animate and remove damage number
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var tween = CreateTween();
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tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
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tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
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}
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// Visual feedback
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var originalModulate = Modulate;
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Modulate = new Color(1, 0.5f, 0.5f); // Flash red
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var tweenFlash = CreateTween();
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tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
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}
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private void UpdateHealthBar()
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{
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if (_healthBar != null)
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{
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_healthBar.Value = _currentHealth;
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_healthBar.Visible = _currentHealth < MaxHealth; // Only show when damaged
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}
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}
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private void Die()
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{
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// Play death animation/sound
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// You can add a death animation here
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// Disable collisions and hide
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SetProcess(false);
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SetPhysicsProcess(false);
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Hide();
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// Queue free after a delay (for any death animation/sound to play)
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var timer = new Timer();
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AddChild(timer);
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timer.Timeout += () => QueueFree();
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timer.Start(0.5f);
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}
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private void TryAttackPlayer(double delta)
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{
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if (IsDead) return;
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_attackTimer += (float)delta;
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if (_attackTimer >= AttackCooldown)
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@@ -1,3 +1,4 @@
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using AceFieldNewHorizon.Scripts.Entities;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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@@ -5,31 +6,69 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class EnemyNestTile : BaseTile
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{
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[Export] public PackedScene EnemyScene;
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[Export] public int MaxEnemies = 5;
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[Export] public float SpawnDelay = 5.0f; // Time between spawn attempts
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[Export] public float SpawnRadius = 50.0f; // Radius around the nest where enemies can spawn
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[Export] public bool Active = true;
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private Timer _spawnTimer;
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private int _currentEnemyCount = 0;
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public override void _Ready()
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{
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base._Ready();
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// Create and configure the timer
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_spawnTimer = new Timer();
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_spawnTimer = new Timer
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{
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Autostart = true,
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WaitTime = SpawnDelay
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};
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AddChild(_spawnTimer);
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_spawnTimer.Timeout += OnSpawnTimerTimeout;
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_spawnTimer.Start(1.0f); // Start with 1 second interval
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}
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private void OnSpawnTimerTimeout()
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{
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if (EnemyScene != null)
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if (!Active || EnemyScene == null || _currentEnemyCount >= MaxEnemies)
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return;
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// Check if we can spawn more enemies
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var enemies = GetTree().GetNodesInGroup("Enemy");
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_currentEnemyCount = enemies.Count;
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if (_currentEnemyCount >= MaxEnemies)
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return;
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// Spawn a new enemy
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var enemy = EnemyScene.Instantiate<Enemy>();
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if (enemy != null)
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{
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var enemy = EnemyScene.Instantiate();
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GetParent().AddChild(enemy);
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// Position the enemy at the nest's position
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if (enemy is Node2D enemy2D)
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{
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enemy2D.GlobalPosition = GlobalPosition;
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}
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// Calculate a random position within the spawn radius
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var randomAngle = GD.Randf() * Mathf.Pi * 2;
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var randomOffset = new Vector2(
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Mathf.Cos(randomAngle) * SpawnRadius,
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Mathf.Sin(randomAngle) * SpawnRadius
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);
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enemy.GlobalPosition = GlobalPosition + randomOffset;
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_currentEnemyCount++;
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// Connect to the enemy's death signal if available
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enemy.TreeExiting += () => OnEnemyDied();
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}
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}
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private void OnEnemyDied()
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{
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_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
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}
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public void SetActive(bool active)
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{
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Active = active;
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_spawnTimer.Paused = !active;
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}
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}
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@@ -1,22 +1,43 @@
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using System.Linq;
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using AceFieldNewHorizon.Scripts.Entities;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class TurretTile : BaseTile
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{
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private Sprite2D _spriteBarrel;
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[Export] public PackedScene BulletScene;
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[Export] public float RotationSpeed = 2.0f; // Radians per second
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[Export] public float AttackRange = 300.0f;
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[Export] public float AttackCooldown = 0.5f;
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[Export] public int Damage = 10;
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[Export] public float BulletSpeed = 400.0f;
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[Export] public NodePath BarrelTipPath;
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private Node2D _spriteBarrel;
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private Node2D _barrelTip;
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private float _attackTimer = 0;
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private bool _hasTarget = false;
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public override void _Ready()
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{
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base._Ready();
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_spriteBarrel = GetNodeOrNull<Node2D>("Barrel");
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_barrelTip = GetNodeOrNull<Node2D>(BarrelTipPath);
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_spriteBarrel = GetNodeOrNull<Sprite2D>("Barrel");
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if (_barrelTip == null && _spriteBarrel != null)
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{
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// If no barrel tip is specified, use the end of the barrel sprite
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_barrelTip = _spriteBarrel.GetNodeOrNull<Node2D>("BarrelTip");
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}
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}
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public override void SetGhostMode(bool canPlace)
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{
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base.SetGhostMode(canPlace);
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if (_spriteBarrel != null)
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_spriteBarrel.Modulate = canPlace
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? new Color(0, 1, 0, 0.5f)
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@@ -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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Reference in New Issue
Block a user