ft (wip): hammerhead predator
This commit is contained in:
parent
b21bf52938
commit
5751f25732
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path="res://.godot/imported/predator-healthy.png-4df87d98e435e1fb3d3b0c12615f1c9b.ctex"
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source_file="res://molecular/assets/predator/predator-healthy.png"
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dest_files=["res://.godot/imported/predator-healthy.png-4df87d98e435e1fb3d3b0c12615f1c9b.ctex"]
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process/size_limit=0
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@ -1,4 +1,4 @@
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[gd_scene format=3 uid="uid://dxluckxdkpv4f"]
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[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"]
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[ext_resource type="Texture2D" uid="uid://boknmstvkc0a2" path="res://molecular/assets/player-sprite-placeholder-attacking-crop.png" id="2_5hxmy"]
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|
@ -30,33 +30,33 @@ radius = 378.18
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radius = 191.95984
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height = 1295.8773
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|
||||
[node name="player" type="CharacterBody2D"]
|
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collision_mask = 2
|
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[node name="player" type="CharacterBody2D" unique_id=2032508208]
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collision_mask = 6
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script = ExtResource("1_0ix7k")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1745800698]
|
||||
visibility_layer = 2
|
||||
scale = Vector2(0.5, 0.5)
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||||
sprite_frames = SubResource("SpriteFrames_onrkg")
|
||||
|
||||
[node name="AttackArea" type="Area2D" parent="."]
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||||
[node name="AttackArea" type="Area2D" parent="." unique_id=187975387]
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position = Vector2(0, 56)
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rotation = -1.5732701
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collision_mask = 2
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collision_mask = 6
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea" unique_id=1968501358]
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position = Vector2(41.029465, 288.86832)
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shape = SubResource("CircleShape2D_5hxmy")
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debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=2137063701 groups=["player"]]
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||||
rotation = -1.5732701
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shape = SubResource("CapsuleShape2D_4flbx")
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||||
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||||
[node name="AttackTimer" type="Timer" parent="."]
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||||
[node name="AttackTimer" type="Timer" parent="." unique_id=2057433652]
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one_shot = true
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||||
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[node name="AttackCooldownTimer" type="Timer" parent="."]
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[node name="AttackCooldownTimer" type="Timer" parent="." unique_id=1056439284]
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one_shot = true
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[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
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File diff suppressed because one or more lines are too long
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@ -0,0 +1,38 @@
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extends AbstractPredator2D
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# TODO: attacking logic + behaviour
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# TODO: movement is buged (seems to not move/teleport somewhat
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# TODO: mirroring (thought, extracct that to general function/resource?
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@onready var sprite = $AnimatedSprite2D
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@onready var fsm = $StateMachine
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||||
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@export var speed = 0.8
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var desired_rotation: float = self.rotation
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func _ready() -> void:
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health = maxHealth
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sprite.play("Healthy")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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# smoothly rotate
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if self.rotation != self.desired_rotation:
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||||
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
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||||
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||||
func _physics_process(delta: float) -> void:
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pass
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# FIXME: (also goes for prey) this is framerate dependent
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func move(motion: Vector3, mod: float = 1.0) -> void:
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move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
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||||
self.desired_rotation = atan2(motion.y, motion.x)
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||||
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||||
# Apply boundary to new position
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||||
position = GameManager.get_boundaried_position(position)
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||||
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||||
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func _on_sight_body_entered(body: Node2D) -> void:
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if body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
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||||
fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})
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||||
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@ -0,0 +1 @@
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uid://d07cjelbqbiug
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[gd_scene format=3 uid="uid://s4s66oaexava"]
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[ext_resource type="Script" uid="uid://d07cjelbqbiug" path="res://molecular/predator/hammerhead_predator.gd" id="1_xp037"]
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[ext_resource type="Texture2D" uid="uid://ch5rddsumyyhm" path="res://molecular/assets/predator/predator-healthy.png" id="2_34kwa"]
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[ext_resource type="Script" uid="uid://cygrmt03sx0k1" path="res://molecular/predator/state_machine.gd" id="3_xp037"]
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[ext_resource type="Script" uid="uid://xbiqj7ubmj7d" path="res://molecular/prey/state_idle.gd" id="4_8a23j"]
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[ext_resource type="Script" uid="uid://ubcu8fdfxxj1" path="res://molecular/prey/state_random_movement.gd" id="5_6rsu5"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_8a23j"]
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atlas = ExtResource("2_34kwa")
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region = Rect2(0, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_6rsu5"]
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atlas = ExtResource("2_34kwa")
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region = Rect2(64, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_0ts4d"]
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atlas = ExtResource("2_34kwa")
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region = Rect2(128, 0, 64, 64)
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[sub_resource type="SpriteFrames" id="SpriteFrames_shhro"]
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animations = [{
|
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"frames": [{
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"duration": 3.0,
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"texture": SubResource("AtlasTexture_8a23j")
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}, {
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"duration": 2.0,
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"texture": SubResource("AtlasTexture_6rsu5")
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}, {
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"duration": 4.0,
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"texture": SubResource("AtlasTexture_0ts4d")
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}],
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||||
"loop": true,
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||||
"name": &"Healthy",
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||||
"speed": 5.0
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||||
}]
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||||
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||||
[node name="HammerheadPredator" type="CharacterBody2D" unique_id=678504815 groups=["predator"]]
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||||
scale = Vector2(0.3, 0.3)
|
||||
collision_layer = 4
|
||||
collision_mask = 3
|
||||
motion_mode = 1
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||||
script = ExtResource("1_xp037")
|
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maxHealth = 50
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||||
metadata/_custom_type_script = "uid://dgfimmq53whll"
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||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=410999609]
|
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sprite_frames = SubResource("SpriteFrames_shhro")
|
||||
animation = &"Healthy"
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." unique_id=1596156928]
|
||||
light_mask = 4
|
||||
visibility_layer = 4
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||||
position = Vector2(0.11167908, 1.1167793)
|
||||
polygon = PackedVector2Array(-22.184862, -27.994831, 23.481365, -27.21198, 13.82622, 25.891317, -6.005971, 25.891317)
|
||||
|
||||
[node name="StateMachine" type="Node" parent="." unique_id=1857729810 node_paths=PackedStringArray("initial_state")]
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||||
script = ExtResource("3_xp037")
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||||
initial_state = NodePath("Idle")
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||||
metadata/_custom_type_script = "uid://ck7k8ht54snsy"
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine" unique_id=265876039]
|
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script = ExtResource("4_8a23j")
|
||||
metadata/_custom_type_script = "uid://co2xp7gauamql"
|
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|
||||
[node name="Timer" type="Timer" parent="StateMachine/Idle" unique_id=1870665609]
|
||||
one_shot = true
|
||||
|
||||
[node name="RandomMovement" type="Node" parent="StateMachine" unique_id=105315122]
|
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script = ExtResource("5_6rsu5")
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metadata/_custom_type_script = "uid://co2xp7gauamql"
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[node name="Timer" type="Timer" parent="StateMachine/RandomMovement" unique_id=447822526]
|
||||
one_shot = true
|
||||
|
||||
[node name="Sight" type="Area2D" parent="." unique_id=1608385873]
|
||||
collision_layer = 0
|
||||
collision_mask = 7
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Sight" unique_id=1707240701]
|
||||
light_mask = 4
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visibility_layer = 4
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polygon = PackedVector2Array(-27.769547, -29.426758, 31.88504, -29.184647, 12.700996, 28.7294, 56.058624, 148.93633, 22.979004, 163.77974, -19.854843, 161.65926, -53.782654, 143.84715, -8.333115, 30.157196)
|
||||
|
||||
[connection signal="body_entered" from="Sight" to="." method="_on_sight_body_entered"]
|
||||
|
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@ -0,0 +1,18 @@
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|||
extends StateMachine
|
||||
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||||
enum States {IDLE, RANDOMMOVEMENT, FEEDING, FLEEING, HUNTING}
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||||
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||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
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||||
super()
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||||
await owner.ready
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||||
|
||||
|
||||
func transition_to_next_state(target: int, data: Dictionary = {}) -> void:
|
||||
match target:
|
||||
States.IDLE: _transition_to_next_state("Idle", data)
|
||||
States.RANDOMMOVEMENT: _transition_to_next_state("RandomMovement", data)
|
||||
States.FEEDING: _transition_to_next_state("Feeding", data)
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||||
States.FLEEING: _transition_to_next_state("Fleeing", data)
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||||
States.HUNTING: _transition_to_next_state("Hunting", data)
|
||||
_: push_error("Trying to transition to unknown state {target}")
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||||
|
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@ -0,0 +1 @@
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|||
uid://cygrmt03sx0k1
|
||||
|
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@ -34,7 +34,7 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
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||||
# smoothly rotate
|
||||
if self.rotation != self.desired_rotation: # FIXME: causes the mirror sprites to flip out
|
||||
if self.rotation != self.desired_rotation:
|
||||
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
|
||||
|
||||
# Boundary mirroring
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||||
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@ -43,8 +43,8 @@ func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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||||
pass
|
||||
|
||||
func move(motion: Vector3) -> void:
|
||||
move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed) # Moves along the given vector
|
||||
func move(motion: Vector3, mod: float = 1.0) -> void:
|
||||
move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
|
||||
self.desired_rotation = atan2(motion.y, motion.x)
|
||||
|
||||
# Apply boundary to new position
|
||||
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@ -72,7 +72,7 @@ func become_injured() -> void:
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mirrorSprite3.play("Injured")
|
||||
|
||||
func _on_sight_body_entered(body: Node2D) -> void:
|
||||
if body.is_in_group("predators") or body.is_in_group("player"):
|
||||
if body.is_in_group("predator") or (health < maxHealth and body.is_in_group("player")):
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fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})
|
||||
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||||
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||||
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|||
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@ -8,10 +8,10 @@
|
|||
[ext_resource type="Texture2D" uid="uid://uy28y3mkk6nt" path="res://molecular/assets/prey/prey-healthy-frame1.png" id="5_ae5nf"]
|
||||
[ext_resource type="Texture2D" uid="uid://btnyajci8ptb2" path="res://molecular/assets/prey/prey-injured-frame0.png" id="6_0f87h"]
|
||||
[ext_resource type="Texture2D" uid="uid://bqll8ge4cr2uf" path="res://molecular/assets/prey/prey-injured-frame1.png" id="7_w7inl"]
|
||||
[ext_resource type="Script" uid="uid://0vwv2nt16gpv" path="res://molecular/prey/nucleotide_prey_state_machine.gd" id="9_xxtgy"]
|
||||
[ext_resource type="Script" uid="uid://ubcu8fdfxxj1" path="res://molecular/prey/nucleotide_prey_random_movement.gd" id="10_rgguv"]
|
||||
[ext_resource type="Script" uid="uid://xbiqj7ubmj7d" path="res://molecular/prey/nucleotide_prey_idle.gd" id="12_ubfhk"]
|
||||
[ext_resource type="Script" uid="uid://dlw7inlh6asvu" path="res://molecular/prey/nucleotide_prey_fleeing.gd" id="12_xxtgy"]
|
||||
[ext_resource type="Script" uid="uid://0vwv2nt16gpv" path="res://molecular/prey/state_machine.gd" id="9_xxtgy"]
|
||||
[ext_resource type="Script" uid="uid://ubcu8fdfxxj1" path="res://molecular/prey/state_random_movement.gd" id="10_rgguv"]
|
||||
[ext_resource type="Script" uid="uid://xbiqj7ubmj7d" path="res://molecular/prey/state_idle.gd" id="12_ubfhk"]
|
||||
[ext_resource type="Script" uid="uid://dlw7inlh6asvu" path="res://molecular/prey/state_fleeing.gd" id="12_xxtgy"]
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_66x8p"]
|
||||
animations = [{
|
||||
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@ -51,6 +51,7 @@ animations = [{
|
|||
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||||
[node name="NucleotidePrey" unique_id=740525631 groups=["prey"] instance=ExtResource("1_qvulj")]
|
||||
collision_layer = 2
|
||||
collision_mask = 5
|
||||
motion_mode = 1
|
||||
script = ExtResource("2_0227s")
|
||||
speed = 0.5
|
||||
|
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@ -63,6 +64,8 @@ sprite_frames = SubResource("SpriteFrames_66x8p")
|
|||
animation = &"Healthy"
|
||||
|
||||
[node name="CollisionPolygon2D" parent="." index="1"]
|
||||
light_mask = 2
|
||||
visibility_layer = 2
|
||||
position = Vector2(6.929083, 3.0664783)
|
||||
rotation = 0.474154
|
||||
|
||||
|
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@ -86,8 +89,12 @@ script = ExtResource("12_ubfhk")
|
|||
one_shot = true
|
||||
|
||||
[node name="Sight" type="Area2D" parent="." index="3" unique_id=1773478588]
|
||||
collision_layer = 0
|
||||
collision_mask = 7
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Sight" index="0" unique_id=338757598]
|
||||
light_mask = 2
|
||||
visibility_layer = 2
|
||||
rotation = 1.5707964
|
||||
polygon = PackedVector2Array(3.8686981, -6.2705374, 7.0000973, -0.08602524, 3.5555592, 5.6287766, -3.0986624, 5.589636, -6.1517763, 0.031402588, -2.942093, -6.0748243, -29.993027, -74.37026, -11.10141, -83.6233, 9.332382, -84.00884, 35.163773, -77.06906)
|
||||
|
||||
|
|
|
|||
|
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@ -2,18 +2,25 @@ extends State
|
|||
|
||||
@onready var timer = $Timer
|
||||
var dir = Vector3(1, 1, 0)
|
||||
var threshold = 1
|
||||
var max = 30
|
||||
|
||||
func enter(previous_state_path: String, data := {}) -> void:
|
||||
timer.start((float)(randi() % 5)/5)
|
||||
|
||||
func physics_update(_delta: float) -> void:
|
||||
owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0))
|
||||
if threshold == max:
|
||||
owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0), 4)
|
||||
threshold = 1
|
||||
else:
|
||||
threshold += 1
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
if (randi() % 4 != 0):
|
||||
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
|
||||
else:
|
||||
finished.emit(owner.fsm.States.IDLE, {})
|
||||
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
|
||||
# finished.emit(owner.fsm.States.IDLE, {})
|
||||
|
||||
func exit() -> void:
|
||||
timer.stop()
|
||||
|
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@ -25,12 +25,13 @@ GameManager="*res://game_manager.gd"
|
|||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/godot_vim/plugin.cfg")
|
||||
enabled=PackedStringArray("res://addons/godot-neovim/plugin.cfg")
|
||||
|
||||
[global_group]
|
||||
|
||||
player="All scenes that constitute players should be added here."
|
||||
prey="any passive killable entities belong in this group"
|
||||
predator=""
|
||||
|
||||
[input]
|
||||
|
||||
|
|
@ -64,6 +65,9 @@ try_attack={
|
|||
|
||||
2d_render/layer_1="Player"
|
||||
2d_render/layer_2="Prey"
|
||||
2d_physics/layer_1="Player"
|
||||
2d_physics/layer_2="Prey"
|
||||
2d_physics/layer_3="Predator"
|
||||
|
||||
[rendering]
|
||||
|
||||
|
|
|
|||
|
|
@ -22,15 +22,6 @@ func take_damage(dmg: int) -> void:
|
|||
if self.health < 0:
|
||||
self.die()
|
||||
|
||||
# I think the move per npc is to model concrete behaviours in functions.
|
||||
# How the npc acts can be determined elsewhere, these functions just implement the behvaiour
|
||||
func flee(direction: Vector3) -> void:
|
||||
push_error("Function flee() not implemented.")
|
||||
|
||||
# Im envisioning we feed on "sustenance (to be classed)" only; when something dies it should spawn some sustenance
|
||||
func feed(source ) -> void:
|
||||
push_error("Function feed() not implemented.")
|
||||
|
||||
func die() -> void:
|
||||
died.emit()
|
||||
queue_free()
|
||||
|
|
|
|||
Loading…
Reference in New Issue