193 lines
5.4 KiB
C#
193 lines
5.4 KiB
C#
using Godot;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Enemy : CharacterBody2D
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{
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public const string EnemyGroupName = "Enemy";
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[Export] public float MoveSpeed = 150.0f;
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[Export] public float DetectionRadius = 300.0f;
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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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var shape = new CircleShape2D();
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shape.Radius = DetectionRadius;
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collisionShape.Shape = shape;
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_detectionArea.AddChild(collisionShape);
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AddChild(_detectionArea);
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// Connect signals
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_detectionArea.BodyEntered += OnBodyEnteredDetection;
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_detectionArea.BodyExited += OnBodyExitedDetection;
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AddToGroup(EnemyGroupName);
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}
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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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LookAt(_player.GlobalPosition);
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// Move towards player if not in attack range
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var direction = GlobalPosition.DirectionTo(_player.GlobalPosition);
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var distance = GlobalPosition.DistanceTo(_player.GlobalPosition);
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if (distance > AttackRange)
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{
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Velocity = direction * MoveSpeed;
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}
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else
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{
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Velocity = Vector2.Zero;
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TryAttackPlayer(delta);
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}
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MoveAndSlide();
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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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{
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_attackTimer = 0;
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// Here you can implement the attack logic
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// For example: _player.TakeDamage(Damage);
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GD.Print("Enemy attacks player!");
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}
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}
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private void OnBodyEnteredDetection(Node2D body)
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{
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if (body is Player player)
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{
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_player = player;
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_isPlayerInRange = true;
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}
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}
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private void OnBodyExitedDetection(Node2D body)
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{
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if (body == _player)
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{
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_isPlayerInRange = false;
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Velocity = Vector2.Zero;
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}
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}
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} |