♻️ Optimizations of the various system

🍱 Retexture of the enemy portal
This commit is contained in:
2025-08-31 18:26:45 +08:00
parent 09511b37c9
commit b424aafeab
16 changed files with 497 additions and 399 deletions

View File

@@ -42,14 +42,14 @@
"layer": 1,
"size": [3, 3]
},
"enemy_nest": {
"scene": "res://Scenes/Tiles/EnemyNest.tscn",
"enemy_portal": {
"scene": "res://Scenes/Tiles/EnemyPortalTile.tscn",
"cost": {},
"durability": 200,
"buildTime": 0.0,
"allowedRotations": [0],
"layer": 1,
"size": [1, 1]
"size": [1, 2]
},
"ground": {
"scene": "res://Scenes/Tiles/GroundTile.tscn",

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@@ -1,20 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://dup2su0s3ybcy"]
[ext_resource type="Script" uid="uid://26hl5mk4mqur" path="res://Scripts/Tiles/EnemyNestTile.cs" id="1_4g0ff"]
[ext_resource type="Texture2D" uid="uid://vwfs68ftvjr4" path="res://Scenes/Tiles/EnemyNest.jpg" id="1_id484"]
[ext_resource type="PackedScene" uid="uid://b3ffcucytwmk" path="res://Scenes/Entities/Enemy.tscn" id="2_pka71"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_id484"]
size = Vector2(54, 54)
[node name="EnemyNest" type="StaticBody2D"]
script = ExtResource("1_4g0ff")
EnemyScene = ExtResource("2_pka71")
TileId = "enemy_nest"
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.056, 0.056)
texture = ExtResource("1_id484")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_id484")

Binary file not shown.

After

Width:  |  Height:  |  Size: 431 KiB

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@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://vwfs68ftvjr4"
path="res://.godot/imported/EnemyNest.jpg-9a1f582f2843b75fdeff38422d3798b9.ctex"
uid="uid://dv2xwfyshxdtp"
path="res://.godot/imported/EnemyPortalTile.png-3904776a211e67c58254b1bdc9aba071.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Scenes/Tiles/EnemyNest.jpg"
dest_files=["res://.godot/imported/EnemyNest.jpg-9a1f582f2843b75fdeff38422d3798b9.ctex"]
source_file="res://Scenes/Tiles/EnemyPortalTile.png"
dest_files=["res://.godot/imported/EnemyPortalTile.png-3904776a211e67c58254b1bdc9aba071.ctex"]
[params]

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@@ -0,0 +1,21 @@
[gd_scene load_steps=4 format=3 uid="uid://dup2su0s3ybcy"]
[ext_resource type="Script" uid="uid://26hl5mk4mqur" path="res://Scripts/Tiles/EnemyPortalTile.cs" id="1_o543x"]
[ext_resource type="Texture2D" uid="uid://dv2xwfyshxdtp" path="res://Scenes/Tiles/EnemyPortalTile.png" id="3_i4us4"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_id484"]
size = Vector2(54, 79)
[node name="EnemyPortal" type="StaticBody2D"]
collision_layer = 0
collision_mask = 0
script = ExtResource("1_o543x")
TileId = "enemy_portal"
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.1, 0.1)
texture = ExtResource("3_i4us4")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -0.5)
shape = SubResource("RectangleShape2D_id484")

View File

@@ -5,266 +5,9 @@ using AceFieldNewHorizon.Scripts.System;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Enemy : CharacterBody2D
public partial class Enemy : BaseEnemy
{
public const string EnemyGroupName = "Enemy";
[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);
}
// All the base functionality is now in BaseEnemy
// This class is kept for backward compatibility and can be used to add
// specific behaviors for the basic enemy type if needed
}

View File

@@ -0,0 +1,283 @@
using System.Collections.Generic;
using AceFieldNewHorizon.Scripts.System;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public abstract partial class BaseEnemy : CharacterBody2D
{
public const string EnemyGroupName = "Enemy";
[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;
protected BaseTile TargetTile;
protected ReactorTile Reactor;
protected float AttackTimer = 0;
protected Area2D DetectionArea;
protected Area2D AttackArea;
protected int CurrentHealthValue;
protected ProgressBar HealthBar;
protected GridManager Grid;
// Track collisions with potential targets
protected readonly HashSet<BaseTile> CollidingTiles = [];
public int CurrentHealth
{
get => CurrentHealthValue;
protected set
{
CurrentHealthValue = Mathf.Clamp(value, 0, MaxHealth);
UpdateHealthBar();
if (CurrentHealthValue <= 0)
{
Die();
}
}
}
public bool IsDead => CurrentHealthValue <= 0;
public override void _Ready()
{
CurrentHealthValue = MaxHealth;
Grid = DependencyInjection.Container.GetInstance<GridManager>();
Reactor = GetTree().GetFirstNodeInGroup(ReactorTile.ReactorGroupName) as ReactorTile;
InitializeHealthBar();
InitializeDetectionArea();
InitializeAttackArea();
AddToGroup(EnemyGroupName);
}
protected virtual void InitializeHealthBar()
{
HealthBar = new ProgressBar
{
MaxValue = MaxHealth,
Value = CurrentHealthValue,
Size = new Vector2(40, 4),
ShowPercentage = false,
Visible = false
};
var healthBarContainer = new Control();
healthBarContainer.AddChild(HealthBar);
AddChild(healthBarContainer);
healthBarContainer.Position = new Vector2(-20, -20);
}
protected virtual void InitializeDetectionArea()
{
DetectionArea = new Area2D();
var collisionShape = new CollisionShape2D();
var shape = new CircleShape2D();
shape.Radius = DetectionRadius;
collisionShape.Shape = shape;
DetectionArea.AddChild(collisionShape);
AddChild(DetectionArea);
DetectionArea.BodyEntered += OnBodyEnteredDetection;
DetectionArea.BodyExited += OnBodyExitedDetection;
}
protected virtual void InitializeAttackArea()
{
AttackArea = GetNodeOrNull<Area2D>("AttackArea");
if (AttackArea != null)
{
AttackArea.BodyEntered += OnBodyEntered;
AttackArea.BodyExited += OnBodyExited;
}
}
public override void _Process(double delta)
{
if (IsDead) return;
if (TargetTile == null || TargetTile.IsDestroyed || !TargetTile.IsInsideTree())
{
UpdateTarget();
}
MoveTowardsTarget();
HandleAttacks(delta);
}
protected virtual void MoveTowardsTarget()
{
if (TargetTile != null)
{
var direction = GlobalPosition.DirectionTo(TargetTile.GlobalPosition);
Velocity = direction * MoveSpeed;
LookAt(TargetTile.GlobalPosition);
MoveAndSlide();
}
}
protected virtual void HandleAttacks(double delta)
{
if (AttackTimer > 0)
{
AttackTimer -= (float)delta;
}
else if (CollidingTiles.Count > 0)
{
foreach (var tile in CollidingTiles)
{
if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
{
TryAttackTile(tile);
break;
}
}
}
}
protected virtual 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;
}
}
protected virtual void TryAttackTile(BaseTile tile)
{
if (IsDead || tile == null || tile.IsDestroyed || !tile.IsInsideTree())
return;
AttackTimer = AttackCooldown;
bool wasDestroyed = tile.TakeDamage(Damage);
GD.Print($"Attacking {tile.Name} for {Damage} damage. Was destroyed: {wasDestroyed}");
if (wasDestroyed)
{
CollidingTiles.Remove(tile);
if (TargetTile == tile)
{
TargetTile = null;
}
}
}
protected virtual void OnBodyEntered(Node2D body)
{
if (body is BaseTile { IsDestroyed: false } tile && !body.IsInGroup("Hostile"))
{
GD.Print($"[Enemy] {body.Name} Entered attack range");
CollidingTiles.Add(tile);
if (TargetTile == null || TargetTile.IsDestroyed || !TargetTile.IsInsideTree())
{
TargetTile = tile;
}
// Attack immediately on collision
TryAttackTile(tile);
}
}
protected virtual void OnBodyExited(Node2D body)
{
if (body.GetParent() is BaseTile tile)
{
CollidingTiles.Remove(tile);
if (TargetTile == tile)
{
TargetTile = null;
}
}
}
protected virtual void OnBodyEnteredDetection(Node2D body)
{
// Can be overridden by derived classes
}
protected virtual void OnBodyExitedDetection(Node2D body)
{
// Can be overridden by derived classes
}
public virtual 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);
}
protected virtual void UpdateHealthBar()
{
if (HealthBar != null)
{
HealthBar.Value = CurrentHealthValue;
HealthBar.Visible = CurrentHealthValue < MaxHealth; // Only show when damaged
}
}
protected virtual 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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@@ -0,0 +1 @@
uid://6oduws4kbdlf

View File

@@ -43,11 +43,29 @@ public partial class GridManager : Node
public void FreeArea(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
{
// Get all cells that should be occupied by this building
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
foreach (var cell in occupiedCells)
// Create a list to store cells that should be removed
var cellsToRemove = new List<Vector2I>();
// First, find all cells that match this building's position and size
foreach (var cell in _layers[layer].Keys.ToList())
{
if (_layers[layer].ContainsKey(cell))
_layers[layer].Remove(cell);
var (building, buildingSize, buildingRotation) = _layers[layer][cell];
var buildingCells = GridUtils.GetOccupiedCells(cell, buildingSize, buildingRotation);
// If any of the building's cells match our target area, mark all of its cells for removal
if (buildingCells.Any(c => occupiedCells.Contains(c)))
{
cellsToRemove.AddRange(buildingCells);
}
}
// Remove all marked cells
foreach (var cell in cellsToRemove.Distinct())
{
_layers[layer].Remove(cell);
}
}

View File

@@ -55,15 +55,15 @@ public partial class NaturalResourceGenerator : Node2D
return;
}
// Test if enemy_nest is in the registry
var testBuilding = Registry.GetBuilding("enemy_nest");
// Test if enemy_portal is in the registry
var testBuilding = Registry.GetBuilding("enemy_portal");
if (testBuilding == null)
{
GD.PrintErr($"{LogPrefix} 'enemy_nest' is not found in BuildingRegistry!");
GD.PrintErr($"{LogPrefix} 'enemy_portal' is not found in BuildingRegistry!");
}
else
{
GD.Print($"{LogPrefix} Found enemy_nest in registry!");
GD.Print($"{LogPrefix} Found enemy_portal in registry!");
}
GD.Print($"{LogPrefix} NaturalResourceGenerator ready, SpawnEnemyNest = {SpawnEnemyNest}");
@@ -287,9 +287,9 @@ public partial class NaturalResourceGenerator : Node2D
// Remove all tiles in this chunk
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
for (int x = 0; x < ChunkSize; x++)
for (var x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
for (var y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
// Free a 1x1 area for each cell
@@ -416,7 +416,7 @@ public partial class NaturalResourceGenerator : Node2D
while (attempts < maxAttempts)
{
if (PlaceTile("enemy_nest", nestPosition))
if (PlaceTile("enemy_portal", nestPosition))
{
GD.Print($"{LogPrefix} Placed enemy nest at {nestPosition}");
return;

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@@ -428,32 +428,28 @@ public static class GridManagerExtensions
public static (Vector2I Position, Vector2I Size, float Rotation)? GetBuildingInfoAtCell(this GridManager grid,
Vector2I cell, GridLayer layer)
{
if (grid.GetTileAtCell(cell, layer) is { } building)
if (grid.GetTileAtCell(cell, layer) is not { } building) return null;
// Find the top-left position of the building
for (var x = 0; x < 100; x++) // Arbitrary max size
{
// Find the top-left position of the building
for (int x = 0; x < 100; x++) // Arbitrary max size
for (var y = 0; y < 100; y++)
{
for (int y = 0; y < 100; y++)
{
var checkCell = new Vector2I(cell.X - x, cell.Y - y);
if (grid.GetTileAtCell(checkCell, layer) == building)
{
// Found the top-left corner, now find the size
var size = Vector2I.One;
// Search right
while (grid.GetTileAtCell(new Vector2I(checkCell.X + size.X, checkCell.Y), layer) ==
building)
size.X++;
// Search down
while (grid.GetTileAtCell(new Vector2I(checkCell.X, checkCell.Y + size.Y), layer) ==
building)
size.Y++;
var checkCell = new Vector2I(cell.X - x, cell.Y - y);
if (grid.GetTileAtCell(checkCell, layer) != building) continue;
// Found the top-left corner, now find the size
var size = Vector2I.One;
// Search right
while (grid.GetTileAtCell(new Vector2I(checkCell.X + size.X, checkCell.Y), layer) ==
building)
size.X++;
// Search down
while (grid.GetTileAtCell(new Vector2I(checkCell.X, checkCell.Y + size.Y), layer) ==
building)
size.Y++;
// Get rotation from the first cell
var rotation = 0f; // You'll need to store rotation in GridManager to make this work
return (checkCell, size, rotation);
}
}
// Get rotation from the first cell
var rotation = 0f; // You'll need to store rotation in Grid to make this work
return (checkCell, size, rotation);
}
}

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@@ -136,6 +136,9 @@ public partial class BaseTile : Node2D
protected virtual void OnTileDestroyed()
{
// Can be overridden by derived classes for custom destruction behavior
var cell = GridUtils.WorldToGrid(Position);
var buildingInfo = Registry.GetBuilding(TileId);
Grid.FreeArea(cell, buildingInfo.Size, Rotation, buildingInfo.Layer);
}
// Building progress visualization

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@@ -1,77 +0,0 @@
using AceFieldNewHorizon.Scripts.Entities;
using Godot;
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();
// Add to Hostile group to prevent enemies from attacking their own nest
AddToGroup("Hostile");
// Create and configure the timer
_spawnTimer = new Timer
{
Autostart = true,
WaitTime = SpawnDelay
};
AddChild(_spawnTimer);
_spawnTimer.Timeout += OnSpawnTimerTimeout;
}
private void OnSpawnTimerTimeout()
{
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)
{
GetParent().AddChild(enemy);
// 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;
}
}

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@@ -0,0 +1,129 @@
using AceFieldNewHorizon.Scripts.Entities;
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class EnemyPortalTile : 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();
// Add to Hostile group to prevent enemies from attacking their own nest
AddToGroup("Hostile");
// Create and configure the timer
_spawnTimer = new Timer
{
Autostart = true,
WaitTime = SpawnDelay
};
AddChild(_spawnTimer);
_spawnTimer.Timeout += OnSpawnTimerTimeout;
var sprite = GetNode<Sprite2D>("Sprite2D");
// Create and configure the shadow sprite
var shadow = new Sprite2D
{
Texture = sprite.Texture,
Scale = sprite.Scale * 1.05f, // Slightly larger than the original
Modulate = new Color(0, 0, 0, 0.5f), // Slightly more transparent
Position = new Vector2(0, 12), // Closer to the sprite (reduced from 30)
ZIndex = -1
};
AddChild(shadow);
// Create floating animation
const float floatOffset = 5.0f;
const float floatDuration = 2.0f;
var tween = CreateTween().SetLoops();
tween.TweenProperty(sprite, "position:y", -floatOffset, floatDuration)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
tween.TweenProperty(sprite, "position:y", floatOffset, floatDuration * 2)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
tween.TweenProperty(sprite, "position:y", 0, floatDuration)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
// Animate shadow
tween.Parallel().TweenProperty(shadow, "position:y", 12 - (floatOffset * 0.3f), floatDuration)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
tween.Parallel().TweenProperty(shadow, "scale", sprite.Scale * 1.02f, floatDuration)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
tween.Parallel().TweenProperty(shadow, "modulate:a", 0.6f, floatDuration)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine);
tween.Parallel().TweenProperty(shadow, "position:y", 12 + (floatOffset * 0.4f), floatDuration * 2)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine)
.SetDelay(floatDuration);
tween.Parallel().TweenProperty(shadow, "scale", sprite.Scale * 1.08f, floatDuration * 2)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine)
.SetDelay(floatDuration);
tween.Parallel().TweenProperty(shadow, "modulate:a", 0.4f, floatDuration * 2)
.SetEase(Tween.EaseType.InOut)
.SetTrans(Tween.TransitionType.Sine)
.SetDelay(floatDuration);
}
private void OnSpawnTimerTimeout()
{
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)
{
GetParent().AddChild(enemy);
// 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;
}
}

View File

@@ -8,6 +8,7 @@ public partial class GroundTile : BaseTile
{
var sprite = GetNode<Sprite2D>("Sprite2D");
sprite.Modulate = new Color(0.75f, 0.75f, 0.75f); // Makes the sprite 25% darker
sprite.ZIndex = -10;
base._Ready();
}