cave-of-dreams/scripts/enemies/dreamer.gd

221 lines
6.3 KiB
GDScript3
Raw Normal View History

extends CharacterBody3D
const SPEED = 2.5
const JUMP_VELOCITY = 3.5
var walk_animation_time = 0
2026-05-14 15:57:50 +00:00
var face_rotation = 0
var face_left = false
var combatable = true
var iframes := 0.0
var knockback_time := 0.0
var health := 100.0
2026-05-16 01:51:44 +00:00
var current_weapon := "basic_sword"
enum {
STATE_IDLE,
STATE_APPROACH_ENEMY,
STATE_CHARGE_ATTACK,
STATE_ATTACK,
STATE_HIT,
STATE_DEAD,
}
var state = STATE_APPROACH_ENEMY
var state_timer := 0.0
@onready var game = get_parent()
@onready var player = game.get_node("Player")
@onready var navigation_agent: NavigationAgent3D = $Navigator
func hit_me():
iframes = 0.5
health -= 10
func get_my_weapon_info(value: String):
return get_weapon_info(current_weapon, value)
func get_weapon_info(weapon: String, value: String):
if value in Global.weapons[weapon]:
return Global.weapons[weapon][value]
else: return null
func on_knockback(hitter: Node3D = null) -> void:
state = STATE_HIT
state_timer = 0.5
func _ready() -> void:
$DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 1.0)
2026-05-16 01:51:44 +00:00
$DreamerBody.set_inhand(current_weapon)
func _process(delta: float) -> void:
2026-05-14 15:57:50 +00:00
$DreamerBody.rotation.x = 0
face_rotation = player.face_rotation
if iframes > 0:
iframes -= delta
$DreamerBody/Body.modulate.a = 0.5
else:
$DreamerBody/Body.modulate.a = 1
if knockback_time > 0:
knockback_time -= delta
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
var viewport_half = (get_viewport().get_visible_rect().size / 2.0)
var player_position = Vector2.ZERO #camera.unproject_position(global_transform.origin)
if face_left:
$DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
$DreamerBody/Animator.set("parameters/layering/blend_amount", 1.0)
else:
$DreamerBody.rotation.y = face_rotation
$DreamerBody/Animator.set("parameters/layering/blend_amount", 0.0)
var mouse_point_angle = player_position.angle_to_point(get_viewport().get_mouse_position())
if combatable:
#$DreamerBody/Body/ArmPivot.rotation.z = mouse_point_angle
if abs(rad_to_deg(mouse_point_angle) - (-90)) < 50:
$HitCollision/Shape.shape.size.x = 1.5
else:
$HitCollision/Shape.shape.size.x = 1.2
if (rad_to_deg(mouse_point_angle) < -90) or (rad_to_deg(mouse_point_angle) > 90):
#face_left = true
var mouse_pos = get_viewport().get_mouse_position()
mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y)
#$DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos)
else:
#face_left = false
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
else:
$DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
$DreamerBody/Body/ArmPivot.rotation.z = 0
if false:
velocity.y = JUMP_VELOCITY
$DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
2026-05-14 16:40:50 +00:00
var direction = Vector3.ZERO
state_timer -= delta
if state == STATE_APPROACH_ENEMY:
navigation_agent.set_target_position(player.global_position)
var next_path_position: Vector3 = navigation_agent.get_next_path_position()
direction = global_position.direction_to(next_path_position)
if (player.global_position - global_position).length() < 1:
state = STATE_CHARGE_ATTACK
state_timer = 1
$DreamerBody/Animator.set("parameters/charge_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
elif state == STATE_CHARGE_ATTACK:
$HitCollision.look_at(player.global_position)
$HitCollision.rotation.x = 0
if state_timer <= 0:
state = STATE_ATTACK
$DreamerBody/Animator.set("parameters/swing_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
var slash = load("res://scenes/effects/slash.tscn").instantiate()
game.add_child(slash)
slash.global_position = global_position
slash.global_rotation.y = $HitCollision.global_rotation.y + deg_to_rad(90)
slash.play_effect()
if player in $HitCollision.get_overlapping_bodies():
if player.iframes <= 0:
player.health -= 20
player.on_hit(self)
state_timer = 0.5
elif state == STATE_ATTACK:
if state_timer <= 0:
state = STATE_APPROACH_ENEMY
elif state == STATE_HIT:
$DreamerBody/Animator.set("parameters/charge_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
$DreamerBody/Animator.set("parameters/hit/blend_amount", 1.0)
$DreamerBody/Animator.set("parameters/dead/blend_amount", 0.0)
if (health <= 0) and ((state_timer <= 0) or is_on_floor()):
state = STATE_DEAD
if state_timer <= 0:
$DreamerBody/Animator.set("parameters/hit/blend_amount", 0.0)
state = STATE_APPROACH_ENEMY
elif state == STATE_DEAD:
if is_on_floor():
$DreamerBody/Animator.set("parameters/dead/blend_amount", 1.0)
else:
$DreamerBody/Animator.set("parameters/dead/blend_amount", 0.0)
2026-05-14 16:40:50 +00:00
var camera_right = game.get_node("PlayerCamera").global_transform.basis.x
2026-05-14 16:40:50 +00:00
if typeof(camera_right) == TYPE_VECTOR3:
var dot_direction = direction.dot(camera_right)
if dot_direction > 0:
face_left = false
if dot_direction < 0:
face_left = true
if direction and (knockback_time <= 0):
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
$DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length()))
else:
velocity.x = move_toward(velocity.x, 0, delta * 4)
velocity.z = move_toward(velocity.z, 0, delta * 4)
$DreamerBody/Animator.set("parameters/walk/blend_amount", 0)
if direction and is_on_floor():
walk_animation_time += delta * 25
$DreamerBody.position.y = sin(walk_animation_time + 1) / 16
$DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16
else:
walk_animation_time = 0
$DreamerBody.rotation.z /= 1 + (delta * 2.5)
$DreamerBody.position.y /= 1 + (delta * 12)
if is_on_floor():
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
if velocity.y < 0:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 1)
move_and_slide()
$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01