Knockback tag implementation
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@@ -6,7 +6,7 @@ using Godot;
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namespace GameJamDungeon;
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public interface IEnemy : ICharacterBody3D
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public interface IEnemy : IRigidBody3D
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{
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public IEnemyLogic EnemyLogic { get; }
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@@ -22,7 +22,7 @@ public interface IEnemy : ICharacterBody3D
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}
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[Meta(typeof(IAutoNode))]
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public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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public partial class Enemy : RigidBody3D, IEnemy, IProvide<IEnemyLogic>
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -69,6 +69,9 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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private const string ATTACK_FORWARD = "attack";
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private float _knockbackStrength = 0.0f;
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private Vector3 _knockbackDirection = Vector3.Zero;
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public void Setup()
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{
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EnemyLogic = new EnemyLogic();
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@@ -128,7 +131,8 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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.Handle((in EnemyLogic.Output.MovementComputed output) =>
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{
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RotateEnemy(-GameRepo.PlayerGlobalTransform.Value.Basis.Z);
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MoveAndSlide();
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_knockbackStrength = _knockbackStrength * 0.9f;
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MoveAndCollide(output.LinearVelocity + (_knockbackDirection * _knockbackStrength));
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})
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.Handle((in EnemyLogic.Output.HitByPlayer output) =>
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{
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@@ -138,6 +142,11 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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// TODO: Make this an event to notify game that player hit someone
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if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.SelfDamage))
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GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - 5);
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if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.Knockback))
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{
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_knockbackDirection = -GameRepo.PlayerGlobalTransform.Value.Basis.Z.Normalized();
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_knockbackStrength = 0.3f;
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}
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})
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.Handle((in EnemyLogic.Output.Attack _) =>
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{
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@@ -265,9 +274,9 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("idle_back_walk");
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else
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{
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// If the dot product of the perpendicular dot product is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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AnimatedSprite.FlipH = leftDotProduct > 0;
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// Check is side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
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AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("idle_left_walk");
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}
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@@ -576,7 +576,7 @@ states/idle_left_walk/position = Vector2(331, 196.947)
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transitions = ["Start", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_vljb2"), "idle_front_walk", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_3xv6a"), "idle_left_walk", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_0h1op"), "idle_front_walk", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_361b7"), "idle_back_walk", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_wftla"), "idle_back_walk", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_gqqkl"), "idle_left_walk", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_5cj36"), "idle_front_walk", "attack", SubResource("AnimationNodeStateMachineTransition_4t05h"), "attack", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_8hgxu"), "attack", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_fq2yw"), "attack", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_yqm0k"), "idle_back_walk", "attack", SubResource("AnimationNodeStateMachineTransition_bmy1k"), "idle_left_walk", "attack", SubResource("AnimationNodeStateMachineTransition_mxl7w")]
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graph_offset = Vector2(-190, -62.0526)
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[node name="Michael" type="CharacterBody3D"]
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[node name="Michael" type="RigidBody3D"]
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process_mode = 1
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collision_layer = 10
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collision_mask = 11
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@@ -524,12 +524,14 @@ states/idle_left_walk/position = Vector2(331, 196.947)
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transitions = ["Start", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_vljb2"), "idle_front_walk", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_3xv6a"), "idle_left_walk", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_0h1op"), "idle_front_walk", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_361b7"), "idle_back_walk", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_wftla"), "idle_back_walk", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_gqqkl"), "idle_left_walk", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_5cj36"), "idle_front_walk", "attack", SubResource("AnimationNodeStateMachineTransition_4t05h"), "attack", "idle_front_walk", SubResource("AnimationNodeStateMachineTransition_8hgxu"), "attack", "idle_back_walk", SubResource("AnimationNodeStateMachineTransition_fq2yw"), "attack", "idle_left_walk", SubResource("AnimationNodeStateMachineTransition_yqm0k"), "idle_back_walk", "attack", SubResource("AnimationNodeStateMachineTransition_bmy1k"), "idle_left_walk", "attack", SubResource("AnimationNodeStateMachineTransition_mxl7w")]
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graph_offset = Vector2(-190, -62.0526)
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[node name="Sproingy" type="CharacterBody3D"]
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[node name="Sproingy" type="RigidBody3D"]
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process_mode = 1
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collision_layer = 10
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collision_mask = 11
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axis_lock_linear_y = true
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axis_lock_angular_x = true
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contact_monitor = true
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max_contacts_reported = 1
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script = ExtResource("1_7tinp")
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EnemyStatResource = SubResource("Resource_rxw8v")
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@@ -8,7 +8,7 @@ namespace GameJamDungeon
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{
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public readonly record struct MoveTowardsPlayer(Vector3 TargetPosition);
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public readonly record struct MovementComputed();
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public readonly record struct MovementComputed(Vector3 LinearVelocity);
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public readonly record struct HitByPlayer(double CurrentHP);
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@@ -19,13 +19,13 @@ namespace GameJamDungeon
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enemy.NavAgent.TargetPosition = target;
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var targetPosition = enemy.NavAgent.GetNextPathPosition();
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enemy.Velocity = (targetPosition - enemy.GlobalTransform.Origin).Normalized() * 2f;
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var lookAtDir = enemy.GlobalTransform.Origin - enemy.Velocity;
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var velocity = (targetPosition - enemy.GlobalTransform.Origin).Normalized() * 2f * (float)delta;
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var lookAtDir = enemy.GlobalTransform.Origin - velocity;
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var lookAtPosition = new Vector3(lookAtDir.X, enemy.GlobalPosition.Y, lookAtDir.Z);
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if (!enemy.Velocity.IsEqualApprox(Vector3.Zero) && !enemy.GlobalPosition.IsEqualApprox(lookAtPosition))
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if (!velocity.IsEqualApprox(Vector3.Zero) && !enemy.GlobalPosition.IsEqualApprox(lookAtPosition))
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enemy.LookAt(lookAtPosition);
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Output(new Output.MovementComputed());
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Output(new Output.MovementComputed(velocity));
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return ToSelf();
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}
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@@ -20,15 +20,14 @@ public partial class EnemyLogic
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var delta = input.Delta;
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var enemy = Get<IEnemy>();
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var targetPosition = enemy.NavAgent.GetNextPathPosition();
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var velocity = (targetPosition - enemy.GlobalPosition).Normalized() * 1.0f;
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enemy.Velocity = velocity;
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var lookAtDir = enemy.GlobalTransform.Origin - enemy.Velocity;
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var velocity = (targetPosition - enemy.GlobalPosition).Normalized() * 1.0f * (float)delta;
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var lookAtDir = enemy.GlobalTransform.Origin - velocity;
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var lookAtPosition = new Vector3(lookAtDir.X, enemy.GlobalPosition.Y, lookAtDir.Z);
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if (!enemy.Velocity.IsEqualApprox(Vector3.Zero) && !enemy.GlobalPosition.IsEqualApprox(lookAtPosition))
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if (!velocity.IsEqualApprox(Vector3.Zero) && !enemy.GlobalPosition.IsEqualApprox(lookAtPosition))
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enemy.LookAt(new Vector3(lookAtDir.X, enemy.GlobalPosition.Y, lookAtDir.Z));
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Output(new Output.MovementComputed());
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Output(new Output.MovementComputed(velocity));
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return ToSelf();
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}
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@@ -1,21 +0,0 @@
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shader_type canvas_item;
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float random(vec2 uv) {
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return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 438.5453);
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}
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uniform float sensitivity : hint_range(0.0, 1.0) = .5;
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void fragment() {
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// Get size of texture in pixels
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float size_x = float(textureSize(TEXTURE, 0).x);
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float size_y = float(textureSize(TEXTURE, 0).y);
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//
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vec4 pixelColor = texture(TEXTURE, UV);
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// Create a new "UV" which remaps every UV value to a snapped pixel value
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vec2 UVr = vec2(floor(UV.x*size_x)/size_x, floor(UV.y*size_y)/size_y);
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// Determine whether pixel should be visible or not
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float visible = step(sensitivity, random(UVr));
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// Draw the pixel, or not depending on if it is visible or not
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COLOR = vec4(pixelColor.r, pixelColor.g, pixelColor.b, min(visible, pixelColor.a));
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}
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@@ -34,7 +34,7 @@ public partial class ThrowableItem : Node3D, IInventoryItem
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public void Throw(ThrowableItemStats throwableItemStats)
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{
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var throwableScene = GD.Load<PackedScene>("res://src/items/throwable/ThrownItem.tscn");
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var throwableScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownGeometricDice.tscn");
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var throwable = throwableScene.Instantiate<ThrownItem>();
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Game.AddChild(throwable);
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throwable.Throw(throwableItemStats);
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@@ -1,8 +1,7 @@
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[gd_scene load_steps=7 format=3 uid="uid://b1twcuneob5kt"]
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[gd_scene load_steps=5 format=3 uid="uid://b1twcuneob5kt"]
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[ext_resource type="Script" path="res://src/items/throwable/ThrownItem.cs" id="1_l0mpw"]
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[ext_resource type="Shader" path="res://src/items/throwable/Dissolve.gdshader" id="2_lukp6"]
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[ext_resource type="Texture2D" uid="uid://mi70lolgtf3n" path="res://src/items/throwable/textures/GEOMANCER-DICE.png" id="2_oyhi4"]
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[ext_resource type="Script" path="res://src/items/thrown/ThrownItem.cs" id="1_ig3yn"]
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[ext_resource type="Texture2D" uid="uid://mi70lolgtf3n" path="res://src/items/throwable/textures/GEOMANCER-DICE.png" id="2_ia1qk"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_s4ym5"]
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size = Vector3(0.288967, 0.302734, 0.28064)
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@@ -10,10 +9,6 @@ size = Vector3(0.288967, 0.302734, 0.28064)
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[sub_resource type="ViewportTexture" id="ViewportTexture_vebu3"]
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viewport_path = NodePath("Sprite3D/SubViewport")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_vnlpn"]
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shader = ExtResource("2_lukp6")
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shader_parameter/sensitivity = 0.0
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[node name="Hitbox" type="RigidBody3D"]
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collision_layer = 17
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collision_mask = 16
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@@ -21,7 +16,7 @@ mass = 0.001
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gravity_scale = 0.0
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contact_monitor = true
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max_contacts_reported = 1
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script = ExtResource("1_l0mpw")
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script = ExtResource("1_ig3yn")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00739601, 0.0986328, 0.137878)
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@@ -41,8 +36,7 @@ size = Vector2i(100, 100)
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[node name="Sprite" type="Sprite2D" parent="Sprite3D/SubViewport"]
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unique_name_in_owner = true
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z_index = 100
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material = SubResource("ShaderMaterial_vnlpn")
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scale = Vector2(0.1, 0.1)
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texture = ExtResource("2_oyhi4")
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texture = ExtResource("2_ia1qk")
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centered = false
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flip_h = true
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@@ -1,5 +1,4 @@
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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using Godot;
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@@ -30,3 +30,4 @@ corridor_room_scene = ExtResource("4_gni6i")
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dungeon_size = Vector3i(50, 1, 50)
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voxel_scale = Vector3(4, 4, 4)
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generate_on_ready = false
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place_even_if_fail = true
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