game: add godot project

This commit is contained in:
2025-08-19 02:09:27 +02:00
parent 6e7548d5e2
commit ae413deedd
30 changed files with 2656 additions and 0 deletions

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extends Node2D
@export var default_attack_time: float = 0.5
@export var default_damage: float = 5.0
@onready var trigger_area: Area2D = $TriggerArea
@onready var trigger_collision: CollisionShape2D = $TriggerArea/TriggerCollision
@onready var timer: Timer = $Timer
@onready var attack_path: Path2D = $AttackPath
@onready var path_follow_2d: PathFollow2D = $AttackPath/PathFollow2D
@onready var attack_area: Area2D = $AttackPath/PathFollow2D/Sprite2D/AttackArea
var damage: float
var current_target: Node2D = null
var current_progress: float = 0.0
var damaged_this_attack: Array = []
func _ready() -> void:
attack_path.visible = false
damage = default_damage
func _physics_process(delta: float) -> void:
if timer.is_stopped():
timer.start()
if current_progress == 1.0:
reset_attack()
if current_target and is_instance_valid(current_target) and not current_target.is_queued_for_deletion():
track_target(current_target)
attack_path.visible = true
# Do attack animation
current_progress += delta / default_attack_time
current_progress = clampf(current_progress, 0.0, 1.0)
path_follow_2d.progress_ratio = current_progress
func reset_attack() -> void:
current_target = null
attack_path.visible = false
current_progress = 0.0
damaged_this_attack = []
position = Vector2.ZERO
rotation = 0.0
func set_target(body: Node2D):
current_target = body
func track_target(body: Node2D):
if not current_target or not is_instance_valid(body) or body.is_queued_for_deletion():
print_debug("target deleted or queued for deletion")
return
var mid_distance = attack_path.curve.get_baked_length() / 2
var mid_point: Vector2 = attack_path.curve.sample_baked(mid_distance)
var offset = body.global_position - to_global(mid_point)
var desired_dir = (body.global_position - to_global(mid_point)).normalized()
var start_point_global = attack_path.to_global(attack_path.curve.sample_baked(0))
var end_point_global = attack_path.to_global(attack_path.curve.sample_baked(attack_path.curve.get_baked_length()))
var curve_dir = (start_point_global - end_point_global).normalized()
var angle_diff = curve_dir.angle_to(desired_dir)
if rotation == 0.0:
rotation = curve_dir.angle_to(desired_dir)
print_debug("tracked target")
position += offset
func _on_timer_timeout() -> void:
if trigger_area.has_overlapping_bodies():
for body in trigger_area.get_overlapping_bodies():
if body.is_in_group(GlobalConst.GROUP_ENEMY):
set_target(body)
func _on_attack_area_body_entered(body: Node2D) -> void:
if not attack_path.visible:
return
if body in damaged_this_attack:
return
if body.is_in_group(GlobalConst.GROUP_ENEMY) and body.is_in_group(GlobalConst.GROUP_DAMAGEABLE):
body.take_damage(damage)
damaged_this_attack.append(body)

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uid://db326gu8abue5

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[gd_scene load_steps=6 format=3 uid="uid://cdojqe2m4kxx1"]
[ext_resource type="Texture2D" uid="uid://dycw7c3484dir" path="res://assets/sprites/sword.png" id="1_3fwwl"]
[ext_resource type="Script" uid="uid://db326gu8abue5" path="res://scenes/attacks/attack_sword.gd" id="1_frsqi"]
[sub_resource type="Curve2D" id="Curve2D_frsqi"]
bake_interval = 2.0
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 0, 0, 0, 0, 25, 10, 150, 0)
}
point_count = 2
[sub_resource type="RectangleShape2D" id="RectangleShape2D_frsqi"]
size = Vector2(13.9997, 46.999)
[sub_resource type="CircleShape2D" id="CircleShape2D_3fwwl"]
radius = 267.002
[node name="AttackSword" type="Node2D"]
script = ExtResource("1_frsqi")
[node name="AttackPath" type="Path2D" parent="."]
curve = SubResource("Curve2D_frsqi")
[node name="PathFollow2D" type="PathFollow2D" parent="AttackPath"]
loop = false
[node name="Sprite2D" type="Sprite2D" parent="AttackPath/PathFollow2D"]
position = Vector2(0.322462, -0.946582)
rotation = 0.328329
scale = Vector2(1, 1)
texture = ExtResource("1_3fwwl")
[node name="AttackArea" type="Area2D" parent="AttackPath/PathFollow2D/Sprite2D"]
collision_layer = 0
collision_mask = 2
[node name="AttackCollision" type="CollisionShape2D" parent="AttackPath/PathFollow2D/Sprite2D/AttackArea"]
position = Vector2(-0.0328934, -4.50646)
shape = SubResource("RectangleShape2D_frsqi")
[node name="TriggerArea" type="Area2D" parent="."]
visible = false
collision_layer = 0
collision_mask = 2
[node name="TriggerCollision" type="CollisionShape2D" parent="TriggerArea"]
shape = SubResource("CircleShape2D_3fwwl")
[node name="Timer" type="Timer" parent="."]
one_shot = true
autostart = true
[connection signal="body_entered" from="AttackPath/PathFollow2D/Sprite2D/AttackArea" to="." method="_on_attack_area_body_entered"]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]