Turret shooting and damaing

This commit is contained in:
2025-08-30 13:05:50 +08:00
parent 1c6c03cd41
commit 7438ba407a
14 changed files with 410 additions and 14 deletions

View File

@@ -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;
}
}