コード例 #1
0
ファイル: EnemyOneMain.cs プロジェクト: aranval/project.ONE
    // public override void _Ready()
    // {
    //     // Called every time the node is added to the scene.
    //     // Initialization here

    // }

    public override void _PhysicsProcess(float delta)
    {
        AnimatedSprite   enemySprite    = GetNode <AnimatedSprite>("EnemySprite");
        AnimatedSprite   reactionSprite = GetNode <AnimatedSprite>("ReactionSprite");
        Node             player         = GetParent().GetNode("Player");
        Area2D           hitbox         = GetNode <Area2D>("Hitbox");
        Area2D           aggro          = GetNode <Area2D>("Aggro");
        CollisionShape2D aggroRange     = aggro.GetNode <CollisionShape2D>("AggroRange");

        enemySprite.Play("walk");
        // velocity.y += GRAV; but lets make him float
        if (patrolMode)
        {
            velocity.x = SPEED * direction * targetAquired;
        }

        velocity = MoveAndSlide(velocity, FLOOR);
        if (IsOnWall())
        {
            direction *= -1;
            aggroRange.SetPosition(aggroRange.GetPosition() * (-1));
        }
        //direction == -1 ? enemySprite.FlipH = true : enemySprite.FlipH = false; WEŹ MI WYTŁUMACZ CZEMU TO KRUWA NIE DZIAŁA
        if (direction == -1)
        {
            enemySprite.FlipH = true;
            aggroRange.SetRotationDegrees(270);
        }
        else
        {
            enemySprite.FlipH = false;
            aggroRange.SetRotationDegrees(90);
        }

        if (aggro.OverlapsBody(player))
        {
            reactionSprite.Play("aggroON");
            GD.Print("Player in aggro range.");
            targetAquired = 2;
        }
        else if (targetAquired == 2 && !aggro.OverlapsBody(player))
        {
            reactionSprite.Play("aggroOFF");
            GD.Print("Target lost.");
            targetAquired = 1;
        }
        if (hitbox.OverlapsBody(player))
        {
            player.Set("hasFatallyCollided", true);
        }
    }
コード例 #2
0
    public override void _PhysicsProcess(float delta)
    {
        AnimatedSprite enemySprite    = GetNode <AnimatedSprite>("EnemySprite");
        AnimatedSprite reactionSprite = GetNode <AnimatedSprite>("ReactionSprite");
        Node           player         = GetParent().GetNode("Player");
        Area2D         hitbox         = GetNode <Area2D>("Hitbox");
        Area2D         aggro          = GetNode <Area2D>("Aggro");

        enemyPosition = enemySprite.GlobalPosition;
        CollisionShape2D aggroRange = aggro.GetNode <CollisionShape2D>("AggroRange");

        enemySprite.Play("walk");
        // velocity.y += GRAV; but lets make him float
        velocity.x = SPEED * directionx * targetAquired;
        velocity.y = SPEED * directiony * targetAquired;
        velocity   = MoveAndSlide(velocity, FLOOR);
        if (IsOnWall() && !CheckLadder(enemyPosition))   //CheckLadder = true and IsOnWall() = true most likely cant ever happen
        {
            directionx        *= -1;
            directiony         = 0;
            movingHorizontally = true;
            aggroRange.SetPosition(aggroRange.GetPosition() * (-1));
        }
        if (movingHorizontally && CheckLadder(enemyPosition) && !IsOnWall())
        {
            ChangeDir("down", "left", "right", "up");
        }
        else if (movingVertically && CheckLadderUnder(enemyPosition) && !CheckLadderAt(enemyPosition))
        {
            ChangeDir("down", "left", "right");
        }
        else if (IsOnFloor() && CheckLadderAt(enemyPosition))
        {
            ChangeDir("up", "left", "right");
        }

        if (directionx == -1)
        {
            enemySprite.FlipH = true;
            aggroRange.SetRotationDegrees(270);
        }
        else if (directionx == 1)
        {
            enemySprite.FlipH = false;
            aggroRange.SetRotationDegrees(90);
        }
        else if (directiony == -1)
        {
            enemySprite.FlipH = false;
            aggroRange.SetRotationDegrees(180);
        }
        else if (directiony == 1)
        {
            enemySprite.FlipH = false;
            aggroRange.SetRotationDegrees(0);
        }

        // NO AGGRO FOR NOW
        // if (aggro.OverlapsBody(player)) {
        //     reactionSprite.Play("aggroON");
        //     GD.Print("Player in aggro range.");
        //     targetAquired = 2;
        // } else if (targetAquired == 2 && !aggro.OverlapsBody(player)) {
        //     reactionSprite.Play("aggroOFF");
        //     GD.Print("Target lost.");
        //     targetAquired = 1;
        // }
        if (hitbox.OverlapsBody(player))
        {
            player.Set("hasFatallyCollided", true);
        }
    }