added attacks

This commit is contained in:
2024-02-14 07:09:32 -06:00
parent 8fc0ed9218
commit e6d1f5a8df
12 changed files with 251 additions and 20 deletions

View File

@@ -1,23 +1,20 @@
extends CharacterBody2D
extends Entity
class_name Enemy
@onready var sprite_2d: Sprite2D = $Sprite2D
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
var color := Color.WHITE
@export var speed = 100
var lives: int = 1
var vision: int = 100
func _physics_process(delta: float) -> void:
velocity = Vector2.ZERO
if Input.is_action_pressed("ui_down"):
velocity += Vector2.DOWN
if Input.is_action_pressed("ui_up"):
velocity += Vector2.UP
if Input.is_action_pressed("ui_left"):
velocity += Vector2.LEFT
if Input.is_action_pressed("ui_right"):
velocity += Vector2.RIGHT
velocity = velocity.normalized() * speed
if nav_agent.is_navigation_finished():
call_deferred("new_target_point")
return
var current_agent_position: Vector2 = global_position
var next_path_position: Vector2 = nav_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * speed
move_and_slide()
for i in range(get_slide_collision_count()):
var collision := get_slide_collision(i)
@@ -35,3 +32,19 @@ func _physics_process(delta: float) -> void:
speed += 12
color.b -= 0.25
sprite_2d.modulate = color
func new_target_point():
# Wait for the first physics frame so the NavigationServer can sync.
await get_tree().physics_frame
var target_point := Vector2.from_angle(randf_range(0.0, TAU)) * vision
var map := get_world_2d().navigation_map
var closest_point := NavigationServer2D.map_get_closest_point(map, global_position + target_point)
var point_delta := closest_point - target_point
var is_on_map = point_delta.is_zero_approx() # Answer to original question!
#if not is_on_map:
## Wasn't on the map, so push in from edge. If you have thin sections on
## your navmesh, this could push it back off the navmesh!
#point_delta = point_delta.normalized()
#closest_point += point_delta * 32
nav_agent.target_position = closest_point