Exemplo n.º 1
0
 public void BodyEntered(Node body)
 {
     //GD.Print("body.Name = " + body.Name);
     //Check if it hit a map element first
     if (body.IsInGroup("Map"))
     {
         MapUpdateEvent muei = new MapUpdateEvent();
         //Add one more step of velocity to the colliders position so that we make sure the bullet is inside the tile before we
         //return the bullets position to the map for refferencing the tile that was hit
         velocity          = new Vector2(Mathf.Cos(Rotation), Mathf.Sin(Rotation)) * speed / 2;
         muei.CollisionPos = Position;
         muei.FireEvent();
         QueueFree();
     }
     //If the collider was not a wall or in the same group as the object that fired it call the hit event
     else if (body != GetParent().GetParent())
     {
         //Fire of the hit event
         HitEvent hei = new HitEvent();
         hei.target   = (Node2D)body;
         hei.attacker = (Node2D)GetParent().GetParent();
         hei.damage   = 100;
         hei.FireEvent();
         QueueFree();
     }
 }
Exemplo n.º 2
0
    public void RigidBody2DBodyEntered(Node body)
    {
        if (body.IsInGroup("RedBlob"))
        {
            HitEvent hei = new HitEvent();
            hei.target   = (Node2D)body;
            hei.attacker = (Node2D)GetParent();
            hei.damage   = 50;
            hei.FireEvent();
        }
        if (body.IsInGroup("BlueBlob"))
        {
            if (((BlueBlobCollision)body).Infected())
            {
                HitEvent hei = new HitEvent();
                hei.target   = (Node2D)GetParent();
                hei.attacker = (Node2D)body;
                hei.damage   = 100;
                hei.FireEvent();
            }
        }
        PlayAudioEvent paei = new PlayAudioEvent();

        paei.soundEffectType = SoundEffectType.HIT;
        paei.AudioTarget     = (Node2D)GetParent();
        paei.FireEvent();
    }
Exemplo n.º 3
0
    private void MoveAlongPath(float distance)
    {
        //If the enemy is close to the target he stops moving
        if (((Node2D)GetParent()).Position.DistanceTo(target.Position) < 35)
        {
            if (!canAttack)
            {
                return;
            }
            //We set the path to null and the n break from the loop
            HitEvent hei = new HitEvent();
            hei.attacker = (Node2D)GetParent();
            hei.target   = target;
            hei.damage   = 5;
            hei.FireEvent();

            canAttack = false;
            attackTimer.Start();

            path = null;
            return;
        }

        //Stop the attack timer becuase the target has moved out of range
        attackTimer.Stop();

        Vector2 startPoint = ((Node2D)GetParent()).Position;

        foreach (Vector2 point in path)
        {
            float distanceToNextPoint = startPoint.DistanceTo(point);

            if (distance <= distanceToNextPoint && distance >= 0.0f)
            {
                ((Node2D)GetParent()).Position = startPoint.LinearInterpolate(point, distance / distanceToNextPoint);
                break;
            }
            else if (distance < 0.0f)
            {
                SetProcess(false);
                break;
            }

            distance  -= distanceToNextPoint;
            startPoint = point;
            path       = path.Skip(1).ToArray();
        }
    }
Exemplo n.º 4
0
 public void BodyEntered(Node node)
 {
     if (node.Name == "TileMap")
     {
         QueueFree();
     }
     if (node.IsInGroup("Enemies"))
     {
         HitEvent hei = new HitEvent();
         hei.target   = (Node2D)node;
         hei.attacker = ((Node2D)GetParent().GetParent());
         hei.damage   = 10;
         hei.FireEvent();
         QueueFree();
     }
 }
Exemplo n.º 5
0
    public override void _PhysicsProcess(float delta)
    {
        if (!canFire)
        {
            return;
        }
        Physics2DDirectSpaceState worldState = GetWorld2d().DirectSpaceState;

        //Get the raycast hits and store them in a dictionary

        //This works, why?!?!???!?!?!?!!
        //Why does it not work on the child object, is it becuse the child object is not centered
        Godot.Collections.Dictionary hits = worldState.IntersectRay(parentNode.GlobalPosition, parentNode.GlobalPosition + parentNode.Transform.x * maxDistance, new Godot.Collections.Array {
            hitBox
        });
        //If there are no hits then we return out of the function
        if (hits.Count > 0)
        {
            Vector2 hitPos = (Vector2)hits["position"];
            //Offset the start position of hte laser so that it looks like it is originating at the nozzle of the barrel
            laserBeam.SetPointPosition(0, ((Node2D)GetParent().GetParent()).Position);
            laserBeam.SetPointPosition(1, hitPos);

            BeamHitParticles.Emitting = true;
            BeamHitParticles.Position = hitPos;
            //Fire of the hit event
            HitEvent hei = new HitEvent();
            hei.target   = (Node2D)hits["collider"];
            hei.attacker = (Node2D)GetParent();
            hei.damage   = 100;
            hei.FireEvent();
        }
        else
        {
            BeamHitParticles.Emitting = false;
            //Works do not delete!!!!!!!!!!!!!!!
            //========================================
            laserBeam.SetPointPosition(0, new Vector2(16, 0));
            laserBeam.SetPointPosition(1, Position + Transform.x * maxDistance);
            //========================================
        }
    }