Player fairness, AI adjustments
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49fd5c0d65
commit
3ecd6c3e1b
5 changed files with 56 additions and 19 deletions
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@ -43,11 +43,14 @@ shape = SubResource("CircleShape2D_uwrxv")
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[node name="Hitbox" type="Area2D" parent="."]
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[node name="CollisionShape" type="CollisionShape2D" parent="Hitbox"]
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[node name="Large" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource("CircleShape2D_lnu2h")
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debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785)
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[node name="SightCast" type="RayCast2D" parent="."]
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target_position = Vector2(0, -256)
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[node name="FireCast" type="RayCast2D" parent="."]
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target_position = Vector2(0, -1024)
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[connection signal="body_shape_entered" from="Hitbox" to="." method="_on_hitbox_body_shape_entered"]
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@ -72,6 +72,12 @@ debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785)
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[node name="Enemy" parent="." instance=ExtResource("11_dinhu")]
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position = Vector2(0, -418)
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[node name="Enemy2" parent="." instance=ExtResource("11_dinhu")]
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position = Vector2(362, 397)
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[node name="Enemy3" parent="." instance=ExtResource("11_dinhu")]
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position = Vector2(362, 397)
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[node name="Unloadables" type="Node2D" parent="."]
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[node name="UI" type="CanvasLayer" parent="."]
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@ -1,11 +1,8 @@
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[gd_scene load_steps=7 format=3 uid="uid://dgj3hd5wlaoc0"]
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[gd_scene load_steps=8 format=3 uid="uid://dgj3hd5wlaoc0"]
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[ext_resource type="Script" uid="uid://b7te10evkqwhy" path="res://scripts/laser.gd" id="1_a7dhc"]
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[ext_resource type="Texture2D" uid="uid://bb0v0jtreyba3" path="res://textures/laser.png" id="2_jjj73"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_trtic"]
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radius = 12.0
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[sub_resource type="Curve" id="Curve_ir15t"]
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_data = [Vector2(0, 0.5393259), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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@ -17,23 +14,34 @@ curve = SubResource("Curve_ir15t")
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gravity = Vector3(0, 98, 0)
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alpha_curve = SubResource("CurveTexture_ca42v")
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[sub_resource type="CircleShape2D" id="CircleShape2D_trtic"]
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radius = 12.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_a7dhc"]
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radius = 2.0
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height = 20.0
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[node name="Laser" type="RigidBody2D"]
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linear_damp = 6.247
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script = ExtResource("1_a7dhc")
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[node name="Sprite" type="Sprite2D" parent="."]
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texture = ExtResource("2_jjj73")
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[node name="Hitbox" type="Area2D" parent="."]
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[node name="CollisionShape" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource("CircleShape2D_trtic")
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debug_color = Color(1, 0, 0, 0.41960785)
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[node name="Trail" type="GPUParticles2D" parent="."]
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amount = 24
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texture = ExtResource("2_jjj73")
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lifetime = 0.05
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process_material = SubResource("ParticleProcessMaterial_rysoc")
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[node name="Sprite" type="Sprite2D" parent="."]
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texture = ExtResource("2_jjj73")
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[node name="Hitbox" type="Area2D" parent="."]
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[node name="Large" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource("CircleShape2D_trtic")
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debug_color = Color(1, 0, 0, 0.41960785)
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[node name="Small" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource("CapsuleShape2D_a7dhc")
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debug_color = Color(0.77871144, 0.126396, 0.9999997, 0.41960785)
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[connection signal="body_shape_entered" from="Hitbox" to="." method="_on_hitbox_body_shape_entered"]
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@ -72,6 +72,9 @@ func _process(delta: float) -> void:
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modulate.g = health / 1000.0
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modulate.b = health / 1000.0
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if health <= 0:
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queue_free()
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ai_tick -= delta
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if boosting:
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@ -112,7 +115,7 @@ func _process(delta: float) -> void:
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time_since_last_collision += delta
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if ai_tick < 0:
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ai_tick = 0.1
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ai_tick = 0.25
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movement_axis = -1
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@ -130,10 +133,14 @@ func _process(delta: float) -> void:
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$SightCast.position.x = 0
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if ai_mode == AI_MODE_ATTACK:
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firing = false
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if !front_cast and (player_distance > 480):
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boost_pressed = true
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elif front_cast == player:
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elif $FireCast.get_collider() == player:
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if player_distance > 480: boost_pressed = true
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firing = true
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else:
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boost_pressed = false
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@ -142,14 +149,21 @@ func _process(delta: float) -> void:
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if ai_state == AI_STATE_TRACK_ENEMY:
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target_rotation = direction_to_player
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if (player.linear_velocity.length() < 256) and (player_distance < 256):
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ai_state = AI_STATE_STATIONARY_ENEMY
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if ai_state == AI_STATE_STATIONARY_ENEMY:
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target_rotation = direction_to_player
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movement_axis = 0
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boost_pressed = false
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if (player.linear_velocity.length() > 256) or (player_distance > 320):
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ai_state = AI_STATE_TRACK_ENEMY
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if front_cast:
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var front_cast_distance = ($SightCast.get_collision_point() - position).length()
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if (front_cast_distance < 160 * (speed / 300.0)) and (front_cast_distance < player_distance):
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if (front_cast_distance < 160 * (speed / 300.0)) and (front_cast_distance < player_distance) and (ai_state != AI_STATE_STATIONARY_ENEMY):
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if ai_state != AI_STATE_EVADE_OBJECT: last_ai_state_before_evasion = ai_state
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ai_state = AI_STATE_EVADE_OBJECT
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@ -157,7 +171,7 @@ func _process(delta: float) -> void:
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object_to_evade = front_cast
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target_rotation_speed = 1
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target_rotation_speed = 0.8
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if ai_state == AI_STATE_EVADE_OBJECT:
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if not front_cast:
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@ -4,6 +4,12 @@ var creator = null
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var lifetime = 0
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var has_collided = false
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func _ready() -> void:
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if creator.get_name() == "Player":
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$Hitbox/Small.free()
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else:
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$Hitbox/Large.free()
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func _process(delta: float) -> void:
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if has_collided: return
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@ -20,7 +26,7 @@ func _on_hitbox_body_shape_entered(body_rid: RID, body: Node2D, body_shape_index
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$Trail.visible = false
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if "health" in body:
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body.health -= 100
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body.health -= 75
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await get_tree().create_timer(1.0).timeout
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