add some enemy behavior prototypes

This commit is contained in:
2022-07-21 00:05:08 -04:00
parent 31003a2863
commit 948f4ce911
20 changed files with 268 additions and 34 deletions

View File

@@ -6,6 +6,8 @@
#include <SceneTree.hpp>
#include <Texture.hpp>
#include <Viewport.hpp>
#include <RayCast2D.hpp>
#include <KinematicCollision2D.hpp>
using namespace godot;
using namespace player;
@@ -16,9 +18,11 @@ void Player::_register_methods()
register_method("_physics_process", &Player::_physics_process);
register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
register_method("_on_player_touched", &Player::_on_player_touched);
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
@@ -42,6 +46,7 @@ void Player::_init()
//sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(player::speed);
set_jump_force(player::jump_force);
set_bounce_force(player::bounce_force);
set_gravity(player::gravity);
set_run_speed(player::run_speed);
set_double_jump(player::double_jump);
@@ -73,7 +78,7 @@ void Player::_ready()
WARN_PRINT("Middleground not found!");
}
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor", true);
if (object_node != nullptr)
{
auto state = get_node("StateMachine")->get_child(0);
@@ -99,9 +104,54 @@ void Player::_physics_process(float delta)
{
velocity.y += get_gravity();
velocity = move_and_slide(velocity, Vector2::UP, true);
auto snap_vector = Vector2::ZERO;
if (!is_on_floor())
{
snap_vector = Vector2::DOWN * 20.0;
}
auto platform_detector = get_node<RayCast2D>("PlatformDetector");
auto is_on_platform = platform_detector->is_colliding();
velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2::UP, !is_on_platform, 4, 0.9, false);
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
auto count = get_slide_count();
for (int64_t i = 0; i < count; i++)
{
auto collision = get_slide_collision(i);
auto collision_object = collision->get_collider();
auto collider = Object::cast_to<Node>(collision_object);
if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1)
{
collider->call_deferred("squash");
/*auto dup_node = collider->duplicate();
auto dup = Object::cast_to<KinematicBody2D>(dup_node);
auto dup_pos = dup->get_position();
dup_pos.x += 24;
dup->set_position(dup_pos);
auto enemies = get_tree()->get_root()->get_node("Main")->find_node("Enemies", true, false);
if (enemies != nullptr) {
enemies->add_child(dup);
}
else
{
WARN_PRINT("Enemies not found!");
dup->queue_free();
}*/
velocity.y = -get_bounce_force();
}
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0.1))
{
_on_player_touched();
}
else if (collider->is_in_group("enemy") && !collider->is_in_group("rideable"))
{
_on_player_touched();
}
}
// Clamp the player's position inside the camera's limits
auto camera = get_node<Camera2D>("Camera2D");
auto position = get_global_position();
@@ -176,6 +226,16 @@ float Player::get_jump_force()
return this->jump_force;
}
void Player::set_bounce_force(float bounce_force)
{
this->bounce_force = bounce_force;
}
float Player::get_bounce_force()
{
return this->bounce_force;
}
void Player::set_gravity(float gravity)
{
this->gravity = gravity;
@@ -215,3 +275,12 @@ Vector2 Player::get_velocity()
{
return this->velocity;
}
void Player::_on_player_touched()
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK)
{
ERR_PRINT(String().num((int) error) + " Could not load scene!");
}
}

View File

@@ -31,6 +31,11 @@ namespace godot
*
*/
const float jump_force = 300.0;
/**
* @brief The default bounce force applied when bouncing on something.
*
*/
const float bounce_force = 200.0;
/**
* @brief The default gravity applied to the player.
*
@@ -93,6 +98,11 @@ namespace godot
*
*/
float jump_force;
/**
* @brief The force applied to the player when bouncing off something.
*
*/
float bounce_force;
/**
* @brief The gravity applied to the player.
*
@@ -194,6 +204,20 @@ namespace godot
*/
float get_jump_force();
/**
* @brief Set the bounce force object.
*
* @param[in] bounce_force The new force applied to the player to make him bounce.
*/
void set_bounce_force(float bounce_force);
/**
* @brief Get the bounce force object.
*
* @return float The current force being applied to the player.
*/
float get_bounce_force();
/**
* @brief Set the gravity object.
*
@@ -250,6 +274,8 @@ namespace godot
* @return Vector2 Returns the velocity of the player.
*/
Vector2 get_velocity();
void _on_player_touched();
};
}
}