game: add base enemy and rat

This commit is contained in:
2025-08-20 19:32:21 +02:00
parent 4a900e99bd
commit 7136b07de5
10 changed files with 284 additions and 9 deletions

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@@ -0,0 +1,144 @@
class_name EnemyBase
extends CharacterBody2D
@export var move_speed: float = 100
@export var max_health: float = 10.0
@export var default_contact_damage: float = 0.0
@export var target_distance: float = 6.0
@export var path_update_interval: float = 0.5
@onready var target_cast: RayCast2D = $TargetCast
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var contact_damage_cd: Timer = $ContactDamageCD
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@onready var shape_cast_2d: ShapeCast2D = $ShapeCast2D
var player: Player
var target: Node2D
var god_mode: bool = false
var is_dead: bool = false
var health: float
var _path_update_timer: float = 0.0
func _ready() -> void:
health = max_health
shape_cast_2d.shape.radius = collision_shape_2d.shape.radius
shape_cast_2d.enabled = false
_find_player()
func _find_player():
if not player:
player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
target = player
func _physics_process(delta: float) -> void:
if not target:
return
do_movement(delta)
check_contact_damage()
func do_movement(delta: float) -> void:
if not target:
return
if global_position.distance_to(target.global_position) < target_distance:
return
_path_update_timer -= delta
if _has_direct_path():
shape_cast_2d.enabled = false
_do_simple_movement()
else:
_do_nav_agent_movement()
func _has_direct_path():
target_cast.target_position = to_local(target.global_position)
target_cast.enabled = true
return not target_cast.is_colliding()
func _do_simple_movement():
var direction = global_position.direction_to(target.global_position)
var distance = global_position.distance_to(target.global_position)
if distance > 4:
velocity = direction * move_speed
move_and_slide()
func _do_nav_agent_movement():
if _path_update_timer <= 0.0:
_path_update_timer = path_update_interval
nav_agent.target_position = target.global_position
if nav_agent.is_navigation_finished():
return
var next_point = nav_agent.get_next_path_position()
var direction = (next_point - global_position).normalized()
shape_cast_2d.target_position = to_local(next_point)
shape_cast_2d.enabled = true
if shape_cast_2d.is_colliding():
direction = direction.bounce(shape_cast_2d.get_collision_normal(0)).normalized()
velocity = direction * move_speed
move_and_slide()
func check_contact_damage():
if default_contact_damage == 0.0:
return
if global_position.distance_to(target.global_position) > target_distance:
return
deal_contact_damage()
func deal_contact_damage():
if target.is_in_group("damagable"):
if contact_damage_cd.is_stopped():
target.take_damage(default_contact_damage)
contact_damage_cd.start()
func take_damage(value: float, is_crit: bool = false):
if god_mode:
return
health -= value
var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
dm.damage_taken = value
dm.critical_damage = is_crit
animation_player.play("generic_anims/take_damage")
add_child(dm)
if health <= 0:
die()
func cheer():
target_distance = 2
if not animation_player.is_playing():
animation_player.play("generic_anims/cheer")
func die():
if is_dead:
return
is_dead = true
drop_xp_orb()
target = null
velocity = Vector2.ZERO
animation_player.play("generic_anims/die")
func drop_xp_orb() -> void:
var orb: XPOrb = preload("res://scenes/xp_orb.tscn").instantiate()
orb.value = 5
orb.position = position
get_parent().add_child(orb)
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if is_dead:
queue_free()

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@@ -0,0 +1 @@
uid://dxn17u7ltuibw

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@@ -0,0 +1,75 @@
[gd_scene load_steps=8 format=3 uid="uid://b7vq8xspnlyeu"]
[ext_resource type="Script" uid="uid://dxn17u7ltuibw" path="res://scenes/enemies/enemy_base.gd" id="1_qty17"]
[ext_resource type="AnimationLibrary" uid="uid://dos4y853hq1gu" path="res://animation/generic_anims.res" id="2_pkqou"]
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_pkqou"]
size = Vector2(32, 32)
[sub_resource type="CircleShape2D" id="CircleShape2D_satqt"]
radius = 6.0
[sub_resource type="Animation" id="Animation_satqt"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprite2D:modulate")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(1, 1, 1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qa0nx"]
_data = {
&"RESET": SubResource("Animation_satqt")
}
[sub_resource type="CircleShape2D" id="CircleShape2D_pkqou"]
[node name="EnemyBase" type="CharacterBody2D"]
collision_layer = 2
collision_mask = 3
script = ExtResource("1_qty17")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = SubResource("PlaceholderTexture2D_pkqou")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_satqt")
[node name="TargetCast" type="RayCast2D" parent="." groups=["damagable", "enemy"]]
enabled = false
collision_mask = 3
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_qa0nx"),
&"generic_anims": ExtResource("2_pkqou")
}
[node name="ContactDamageCD" type="Timer" parent="."]
wait_time = 0.5
[node name="NavigationAgent2D" type="NavigationAgent2D" parent="."]
[node name="ShapeCast2D" type="ShapeCast2D" parent="."]
shape = SubResource("CircleShape2D_pkqou")
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"]

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@@ -0,0 +1 @@
extends EnemyBase

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@@ -0,0 +1 @@
uid://ddvxp8eada0mw

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@@ -0,0 +1,13 @@
[gd_scene load_steps=4 format=3 uid="uid://c7jaqltfjhn5n"]
[ext_resource type="PackedScene" uid="uid://b7vq8xspnlyeu" path="res://scenes/enemies/enemy_base.tscn" id="1_o1awd"]
[ext_resource type="Texture2D" uid="uid://in5id1p5bxux" path="res://assets/sprites/rat_small.png" id="2_gscll"]
[ext_resource type="Script" uid="uid://ddvxp8eada0mw" path="res://scenes/enemies/enemy_rat.gd" id="2_sari4"]
[node name="EnemyRat" instance=ExtResource("1_o1awd")]
script = ExtResource("2_sari4")
max_health = 50.0
default_contact_damage = 5.0
[node name="Sprite2D" parent="." index="0"]
texture = ExtResource("2_gscll")

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@@ -7,7 +7,7 @@ extends Node2D
@onready var timer: Timer = $Timer
var enemy_scene = preload("res://scenes/enemies/enemy.tscn")
const ENEMY_RAT = preload("res://scenes/enemies/enemy_rat.tscn")
func _ready() -> void:
@@ -20,7 +20,7 @@ func _on_timer_timeout() -> void:
var enemies = get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY)
GlobalConst.sig_debug_stats_set.emit("enemy_count", "%s" % len(enemies))
if len(enemies) < max_enemies:
var new_enemy = enemy_scene.instantiate()
var new_enemy = ENEMY_RAT.instantiate()
new_enemy.position = target.position + Vector2(50, 50)
new_enemy.target = target
add_child(new_enemy)

View File

@@ -5,6 +5,7 @@ extends CharacterBody2D
@export var main_ui: MainUI
@onready var sprite_2d: Sprite2D = $Sprite2D
@onready var attack_sword: Node2D = $AttackSword
var player_stats: PlayerStats = PlayerStats.new()
var modifiers: Array[PlayerStatsModifier] = []
@@ -59,7 +60,8 @@ func take_damage(value: float) -> void:
func die():
dead = true
remove_from_group("damagable")
get_tree().call_group("enemy", "cheer_anim")
get_tree().call_group("enemy", "cheer")
attack_sword.queue_free()
GlobalConst.sig_stop_spawning.emit(true)
sprite_2d.z_index += 10
get_taunted()
@@ -75,18 +77,19 @@ func death_animation(delta: float):
func get_taunted():
var taunting_enemies: Array[Enemy] = []
var taunting_enemies: Array[EnemyBase] = []
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
if global_position.distance_to(body.global_position) < 500.0:
print_debug("starting taunt: %s" % global_position.distance_to(body.global_position))
if global_position.distance_to(body.global_position) < 1000.0:
taunting_enemies.append(body)
print_debug("getting taunted by %s enemies" % len(taunting_enemies))
for i in range(taunting_enemies.size()):
var angle = (TAU / taunting_enemies.size()) * i
var target_pos = Vector2(cos(angle), sin(angle)) * 50
var new_target = StaticBody2D.new()
var collision = CollisionShape2D.new()
var new_target = Marker2D.new()
print_debug("getting taunted by %s" % taunting_enemies[i])
new_target.position = target_pos
add_child(new_target)
new_target.add_child(collision)
taunting_enemies[i].target = new_target

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=8 format=3 uid="uid://c3clgitssvdlg"]
[gd_resource type="TileSet" load_steps=9 format=3 uid="uid://c3clgitssvdlg"]
[ext_resource type="Texture2D" uid="uid://2xgqhe7u6lfq" path="res://assets/sprites/roguelikeSheet_transparent.png" id="1_kkifh"]
[ext_resource type="Shader" uid="uid://clpp23h7fpamt" path="res://assets/shaders/water2.gdshader" id="1_n3s2j"]
@@ -26,6 +26,12 @@ shader_parameter/noise_tex = SubResource("NoiseTexture2D_m3ddo")
shader_parameter/noise_speed = Vector2(0.03, 0.01)
shader_parameter/noise_strength = 0.05
[sub_resource type="NavigationPolygon" id="NavigationPolygon_n3s2j"]
vertices = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
polygons = Array[PackedInt32Array]([PackedInt32Array(0, 1, 2, 3)])
outlines = Array[PackedVector2Array]([PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)])
agent_radius = 0.0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_s7nh2"]
texture = ExtResource("1_kkifh")
separation = Vector2i(1, 1)
@@ -74,10 +80,15 @@ separation = Vector2i(1, 1)
4:0/0/terrains_peering_bit/top_right_corner = 0
5:0/0 = 0
5:0/0/terrain_set = 0
5:0/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:0/0 = 0
6:0/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:0/0 = 0
7:0/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:0/0 = 0
8:0/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:0/0 = 0
9:0/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:0/0 = 0
11:0/0 = 0
12:0/0 = 0
@@ -197,10 +208,15 @@ separation = Vector2i(1, 1)
5:1/0/terrains_peering_bit/top_left_corner = 0
5:1/0/terrains_peering_bit/top_side = 0
5:1/0/terrains_peering_bit/top_right_corner = 0
5:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:1/0 = 0
6:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:1/0 = 0
7:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:1/0 = 0
8:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:1/0 = 0
9:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:1/0 = 0
11:1/0 = 0
12:1/0 = 0
@@ -311,10 +327,15 @@ separation = Vector2i(1, 1)
4:2/0/terrains_peering_bit/top_side = 1
4:2/0/terrains_peering_bit/top_right_corner = 0
5:2/0 = 0
5:2/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:2/0 = 0
6:2/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:2/0 = 0
7:2/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:2/0 = 0
8:2/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:2/0 = 0
9:2/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:2/0 = 0
11:2/0 = 0
12:2/0 = 0
@@ -368,10 +389,15 @@ separation = Vector2i(1, 1)
3:3/0 = 0
4:3/0 = 0
5:3/0 = 0
5:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:3/0 = 0
6:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:3/0 = 0
7:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:3/0 = 0
8:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:3/0 = 0
9:3/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:3/0 = 0
11:3/0 = 0
12:3/0 = 0
@@ -425,10 +451,15 @@ separation = Vector2i(1, 1)
3:4/0 = 0
4:4/0 = 0
5:4/0 = 0
5:4/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:4/0 = 0
6:4/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:4/0 = 0
7:4/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:4/0 = 0
8:4/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:4/0 = 0
9:4/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:4/0 = 0
11:4/0 = 0
12:4/0 = 0
@@ -482,10 +513,15 @@ separation = Vector2i(1, 1)
3:5/0 = 0
4:5/0 = 0
5:5/0 = 0
5:5/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
6:5/0 = 0
6:5/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
7:5/0 = 0
7:5/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
8:5/0 = 0
8:5/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
9:5/0 = 0
9:5/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_n3s2j")
10:5/0 = 0
11:5/0 = 0
12:5/0 = 0
@@ -1965,5 +2001,6 @@ terrain_set_0/terrain_0/name = "Grass"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_0/terrain_1/name = "Water"
terrain_set_0/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
navigation_layer_0/layers = 1
sources/0 = SubResource("TileSetAtlasSource_s7nh2")
pattern_0 = SubResource("TileMapPattern_beh8d")