Enemies & very basic enemy AI

This commit is contained in:
ToasterPanic 2025-12-01 22:48:05 -05:00
parent 020b995c94
commit 6bc0e995db
4 changed files with 206 additions and 2 deletions

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=3 uid="uid://bauklhpieuivd"] [gd_scene load_steps=12 format=3 uid="uid://bauklhpieuivd"]
[ext_resource type="Script" uid="uid://d0qswyhwbhdua" path="res://scripts/game.gd" id="1_u5sy4"] [ext_resource type="Script" uid="uid://d0qswyhwbhdua" path="res://scripts/game.gd" id="1_u5sy4"]
[ext_resource type="Texture2D" uid="uid://dtwo7g0ipc4k" path="res://textures/ship_1.png" id="1_uwrxv"] [ext_resource type="Texture2D" uid="uid://dtwo7g0ipc4k" path="res://textures/ship_1.png" id="1_uwrxv"]
@ -8,6 +8,7 @@
[ext_resource type="AudioStream" uid="uid://5tr30e1tmdp6" path="res://sounds/collision.mp3" id="2_lbhrr"] [ext_resource type="AudioStream" uid="uid://5tr30e1tmdp6" path="res://sounds/collision.mp3" id="2_lbhrr"]
[ext_resource type="AudioStream" uid="uid://b6tyof2j3ytbv" path="res://sounds/concrete_halls.mp3" id="3_0tnpc"] [ext_resource type="AudioStream" uid="uid://b6tyof2j3ytbv" path="res://sounds/concrete_halls.mp3" id="3_0tnpc"]
[ext_resource type="AudioStream" uid="uid://b1ung55xg31l3" path="res://sounds/boost_finish.mp3" id="3_p57ef"] [ext_resource type="AudioStream" uid="uid://b1ung55xg31l3" path="res://sounds/boost_finish.mp3" id="3_p57ef"]
[ext_resource type="Script" uid="uid://8d4jhy3fo32b" path="res://scripts/enemy.gd" id="9_0tnpc"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"] [sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
radius = 16.0 radius = 16.0
@ -59,6 +60,36 @@ rotation_smoothing_speed = 15.0
shape = SubResource("CircleShape2D_lnu2h") shape = SubResource("CircleShape2D_lnu2h")
debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785) debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785)
[node name="Enemy" type="RigidBody2D" parent="."]
position = Vector2(0, -418)
linear_damp = 6.247
script = ExtResource("9_0tnpc")
[node name="Boost" type="AudioStreamPlayer" parent="Enemy"]
stream = ExtResource("2_iywne")
[node name="BoostFinish" type="AudioStreamPlayer" parent="Enemy"]
stream = ExtResource("3_p57ef")
volume_db = -8.0
[node name="Collision" type="AudioStreamPlayer" parent="Enemy"]
stream = ExtResource("2_lbhrr")
[node name="Sprite" type="Sprite2D" parent="Enemy"]
texture = ExtResource("1_uwrxv")
[node name="CollisionShape" type="CollisionShape2D" parent="Enemy"]
shape = SubResource("CircleShape2D_uwrxv")
[node name="Hitbox" type="Area2D" parent="Enemy"]
[node name="CollisionShape" type="CollisionShape2D" parent="Enemy/Hitbox"]
shape = SubResource("CircleShape2D_lnu2h")
debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785)
[node name="SightCast" type="RayCast2D" parent="Enemy"]
target_position = Vector2(0, -256)
[node name="Unloadables" type="Node2D" parent="."] [node name="Unloadables" type="Node2D" parent="."]
[node name="UI" type="CanvasLayer" parent="."] [node name="UI" type="CanvasLayer" parent="."]
@ -89,3 +120,4 @@ grow_vertical = 2
text = "DIST: 2048" text = "DIST: 2048"
[connection signal="body_shape_entered" from="Player/Hitbox" to="Player" method="_on_hitbox_body_shape_entered"] [connection signal="body_shape_entered" from="Player/Hitbox" to="Player" method="_on_hitbox_body_shape_entered"]
[connection signal="body_shape_entered" from="Enemy/Hitbox" to="Enemy" method="_on_hitbox_body_shape_entered"]

171
scripts/enemy.gd Normal file
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@ -0,0 +1,171 @@
extends RigidBody2D
var health = 1000
var boost = 100
var speed = 480
var time_since_last_collision = 1
var boosting = false
var axis = 0
var movement_axis = -1
var AI_MODE_ATTACK = 1
var ai_mode = AI_MODE_ATTACK
var AI_STATE_EVADE_OBJECT = 1
var AI_STATE_TRACK_ENEMY = 2
var AI_STATE_STATIONARY_ENEMY = 3
var object_to_evade = null
var last_ai_state_before_evasion = AI_STATE_TRACK_ENEMY
var ai_state = AI_STATE_TRACK_ENEMY
var target_rotation = 0
var target_rotation_speed = 1
var ai_tick = 0.1
@onready var player = get_parent().get_node("Player")
func cast(angle):
$SightCast.rotation_degrees = angle
$SightCast.force_raycast_update()
return $SightCast.get_collider()
func check_front():
var front_cast = cast(0)
if !front_cast:
$SightCast.position.x = -20
front_cast = cast(0)
if !front_cast:
$SightCast.position.x = 20
front_cast = cast(0)
$SightCast.position.x = 0
if front_cast:
$SightCast.position.x = -20
$SightCast.force_raycast_update()
var cast_left = $SightCast.get_collision_point()
$SightCast.position.x = 20
$SightCast.force_raycast_update()
var cast_right = $SightCast.get_collision_point()
$SightCast.position.x = 0
if (cast_left - $SightCast.position).length() > (cast_right - $SightCast.position).length(): return -1
else: return 1
return 1
func _process(delta: float) -> void:
ai_tick -= delta
if boosting:
if Input.is_action_pressed("boost"):
boost -= delta * 40
if boost <= 0:
boost = 0
boosting = false
$BoostFinish.play()
else:
boosting = false
$BoostFinish.play()
else:
boost += delta * 25
if boost > 100: boost = 100
$Boost.stop()
if Input.is_action_just_pressed("boost") and (boost > 33):
boosting = true
$Boost.play()
if time_since_last_collision <= 1:
time_since_last_collision += delta
if ai_tick < 0:
ai_tick = 0.1
movement_axis = -1
if ai_state == AI_STATE_TRACK_ENEMY:
target_rotation = global_position.direction_to(player.position).angle() + deg_to_rad(270)
if ai_state == AI_STATE_STATIONARY_ENEMY:
target_rotation = global_position.direction_to(player.position).angle() + deg_to_rad(270)
movement_axis = 0
var front_cast = cast(0)
if !front_cast:
$SightCast.position.x = -20
front_cast = cast(0)
if !front_cast:
$SightCast.position.x = 20
front_cast = cast(0)
$SightCast.position.x = 0
if front_cast:
var front_cast_distance = ($SightCast.get_collision_point() - position).length()
if (front_cast_distance < 160 * (speed / 300)) and (front_cast_distance < (player.position - position).length()):
if ai_state != AI_STATE_EVADE_OBJECT: last_ai_state_before_evasion = ai_state
ai_state = AI_STATE_EVADE_OBJECT
target_rotation += deg_to_rad(45) * check_front()
object_to_evade = front_cast
target_rotation_speed = 1
if ai_state == AI_STATE_EVADE_OBJECT:
if not front_cast:
ai_state = last_ai_state_before_evasion
else:
var front_cast_distance = ($SightCast.get_collision_point() - position).length()
if front_cast_distance > 160 * (speed / 300):
ai_state = last_ai_state_before_evasion
print(ai_state)
func _physics_process(delta: float) -> void:
axis = 0
var difference = fmod(target_rotation, deg_to_rad(360)) - fmod(rotation, deg_to_rad(360))
var normalized_difference = fmod(difference + deg_to_rad(180), deg_to_rad(360)) - deg_to_rad(180)
var target_distance = normalized_difference
if target_distance < 0:
axis = target_rotation_speed
if target_distance > 0:
axis = -target_rotation_speed
angular_velocity = deg_to_rad(180 * axis)
var final_speed = speed
if boosting:
movement_axis = -1
final_speed = 1024
# Slow down on collision and gradually speed up
if time_since_last_collision < 0.85: final_speed *= (time_since_last_collision + 0.15)
var new_velocity = transform.y * movement_axis * final_speed
if (new_velocity.length() > linear_velocity.length() - 12):
linear_velocity = new_velocity
func _on_hitbox_body_shape_entered(body_rid: RID, body: Node2D, body_shape_index: int, local_shape_index: int) -> void:
if body.linear_velocity.length() + linear_velocity.length() > 256:
health -= 100
$Collision.play()
time_since_last_collision = 0

1
scripts/enemy.gd.uid Normal file
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@ -0,0 +1 @@
uid://8d4jhy3fo32b

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@ -27,7 +27,7 @@ func _process(delta: float) -> void:
if time_since_last_atmospheric_track > 60: if time_since_last_atmospheric_track > 60:
var tracks = [$BalladOfTheCats, $ConcreteHalls] var tracks = [$BalladOfTheCats, $ConcreteHalls]
current_atmospheric_track = tracks[randi_range(0, tracks.size())] current_atmospheric_track = tracks[randi_range(0, tracks.size() - 1)]
current_atmospheric_track.play() current_atmospheric_track.play()
chunk_tick_timer -= delta chunk_tick_timer -= delta