Combat adjustments, iframe + knockback fixes

This commit is contained in:
ToasterPanic 2026-05-09 14:16:23 -04:00
parent f57c79a9d1
commit f979770250
3 changed files with 32 additions and 8 deletions

View file

@ -21,7 +21,7 @@ albedo_color = Color(0.61, 0.28791997, 0.17079999, 1)
size = Vector3(1.2, 1, 1.3) size = Vector3(1.2, 1, 1.3)
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yqjtg"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yqjtg"]
radius = 0.25 radius = 0.15
height = 1.0 height = 1.0
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0tnpc"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0tnpc"]
@ -149,6 +149,10 @@ _data = {
&"leap": SubResource("Animation_dinhu") &"leap": SubResource("Animation_dinhu")
} }
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_vtaks"]
radius = 0.3
height = 0.6
[node name="Game" type="Node3D" unique_id=1358608749] [node name="Game" type="Node3D" unique_id=1358608749]
script = ExtResource("1_gee14") script = ExtResource("1_gee14")
@ -250,6 +254,12 @@ texture = ExtResource("8_vtaks")
root_node = NodePath("../..") root_node = NodePath("../..")
libraries/ = SubResource("AnimationLibrary_kvuet") libraries/ = SubResource("AnimationLibrary_kvuet")
[node name="HitCollision" type="Area3D" parent="Slime" unique_id=1071990193]
[node name="Collision" type="CollisionShape3D" parent="Slime/HitCollision" unique_id=502790258]
shape = SubResource("CapsuleShape3D_vtaks")
debug_color = Color(0.9020641, 0, 0.13776582, 0.41960785)
[node name="Sun" type="DirectionalLight3D" parent="." unique_id=1000747668] [node name="Sun" type="DirectionalLight3D" parent="." unique_id=1000747668]
transform = Transform3D(5.337265e-08, 0.90171933, -0.4323222, -0.3453802, 0.40571806, 0.8462301, 0.93846303, 0.14931537, 0.31143594, 0, 0, 0) transform = Transform3D(5.337265e-08, 0.90171933, -0.4323222, -0.3453802, 0.40571806, 0.8462301, 0.93846303, 0.14931537, 0.31143594, 0, 0, 0)
shadow_enabled = true shadow_enabled = true

View file

@ -10,6 +10,7 @@ var face_left = false
var combatable = true var combatable = true
var iframes = 0 var iframes = 0
var knockback_time = 0
var health = 100 var health = 100
@onready var game = get_parent() @onready var game = get_parent()
@ -19,6 +20,14 @@ func hit_me():
iframes = 0.5 iframes = 0.5
health -= 10 health -= 10
func on_hit(hitter: Node3D = null) -> void:
iframes = 0.8
if hitter:
knockback_time = 0.25
velocity += hitter.global_position.direction_to(global_position) * 8
velocity.y = 0
func _ready() -> void: func _ready() -> void:
$DreamerBody.look_at(game.get_node("PlayerCamera").global_position) $DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
$DreamerBody.rotation.x = 0 $DreamerBody.rotation.x = 0
@ -33,6 +42,9 @@ func _process(delta: float) -> void:
else: else:
$DreamerBody/Body.modulate.a = 1 $DreamerBody/Body.modulate.a = 1
if knockback_time > 0:
knockback_time -= delta
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not is_on_floor(): if not is_on_floor():
velocity += get_gravity() * delta velocity += get_gravity() * delta
@ -40,9 +52,6 @@ func _physics_process(delta: float) -> void:
var viewport_half = (get_viewport().get_visible_rect().size / 2.0) var viewport_half = (get_viewport().get_visible_rect().size / 2.0)
var player_position = camera.unproject_position(global_transform.origin) var player_position = camera.unproject_position(global_transform.origin)
print(viewport_half)
print(player_position)
if face_left: if face_left:
$DreamerBody.rotation.y = face_rotation + deg_to_rad(180) $DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
else: else:
@ -106,15 +115,15 @@ func _physics_process(delta: float) -> void:
body.on_knockback() body.on_knockback()
var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction: if direction and (knockback_time <= 0):
velocity.x = direction.x * SPEED velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED velocity.z = direction.z * SPEED
$DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length())) $DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length()))
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, delta * 24)
velocity.z = move_toward(velocity.z, 0, SPEED) velocity.z = move_toward(velocity.z, 0, delta * 24)
$DreamerBody/Animator.set("parameters/walk/blend_amount", 0) $DreamerBody/Animator.set("parameters/walk/blend_amount", 0)

View file

@ -7,7 +7,7 @@ var face_rotation = null
var face_left = false var face_left = false
var combatable = false var combatable = false
var health = 100 var health = 40
var mid_knockback = false var mid_knockback = false
@onready var player = get_parent().get_node("Player") @onready var player = get_parent().get_node("Player")
@ -107,6 +107,11 @@ func _physics_process(delta: float) -> void:
move_and_slide() move_and_slide()
if player in $HitCollision.get_overlapping_bodies():
if player.iframes <= 0:
player.health -= 20
player.on_hit(self)
if mid_knockback: mid_knockback = false if mid_knockback: mid_knockback = false
$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01 $Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01