Files
CultManor/game/characters/enemies/abstract_enemy.gd
T
2026-01-29 20:58:11 +03:00

327 lines
9.0 KiB
GDScript

class_name AbstractEnemy
extends CharacterBody2D
enum Type {
Standing,
Walking,
Random,
}
enum Facing {
Front,
Rear,
}
enum State {
Idle,
WalkLeft,
WalkRight,
LookAround,
ChasingLeft,
ChasingRight,
}
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_IDLE_FRONT = "idle_front"
const ANIMATION_IDLE_REAR = "idle_rear"
const ANIMATION_LOOK_AROUND_FRONT_1 = "look_around_front_1"
const ANIMATION_LOOK_AROUND_FRONT_2 = "look_around_front_2"
const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_FRONT_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_FRONT_1,
ANIMATION_LOOK_AROUND_FRONT_2,
]
const LOOK_AROUND_REAR_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_REAR_1,
ANIMATION_LOOK_AROUND_REAR_2,
]
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
const LOOK_AROUND_CHANCE = 25
const WALK_CHANCE = 25
const DIRECTION_LEFT = -1
const DIRECTION_RIGHT = 1
@export var type : Type = Type.Standing
@export var facing : Facing = Facing.Front
@export var initial_state : State = State.Idle
var _target_x := 0.0
var _target_found := false
var _state : State:
set = _set_state
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var left_wall_ray : RayCast2D = $%LeftWallRay
@onready var right_wall_ray : RayCast2D = $%RightWallRay
@onready var left_player_close_ray : RayCast2D = $%LeftPlayerCloseRay
@onready var right_player_close_ray : RayCast2D = $%RightPlayerCloseRay
@onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay
@onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay
func _ready() -> void:
_state = initial_state
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
match _state:
State.ChasingLeft:
_process_player_ray(left_player_distant_ray)
if position.x < _target_x:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_LEFT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.ChasingRight:
_process_player_ray(right_player_distant_ray)
if position.x > _target_x:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_RIGHT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.WalkLeft:
if _process_player_ray(left_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_LEFT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.WalkRight:
if _process_player_ray(right_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_RIGHT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.LookAround:
_update_x_velocity(0, MAX_WALK_SPEED * 2, delta)
if not _target_found:
var close_rays : Array[RayCast2D] = [left_player_close_ray, right_player_close_ray]
_target_found = _process_player_rays(close_rays)
_update_animation()
move_and_slide()
func _set_state(value: State) -> void:
_state = value
left_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
left_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
left_player_close_ray.hide()
right_player_close_ray.hide()
left_player_distant_ray.hide()
right_player_distant_ray.hide()
match _state:
State.ChasingLeft, State.WalkLeft:
left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
left_player_distant_ray.show()
State.ChasingRight, State.WalkRight:
right_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
right_player_distant_ray.show()
State.LookAround:
left_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
right_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
left_player_close_ray.show()
right_player_close_ray.show()
func _process_player_ray(ray: RayCast2D) -> bool:
if ray.is_colliding():
ray.force_raycast_update()
var collider := ray.get_collider()
if collider is Player:
_target_x = collider.position.x
return true
return false
func _process_player_rays(rays: Array[RayCast2D]) -> bool:
for ray in rays:
if _process_player_ray(ray):
return true
return false
func _update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
func _check_wall_collision_and_switch_state(direction: int) -> void:
var this_wall_ray := _get_wall_ray(direction)
var other_wall_ray := _get_wall_ray(-direction)
if this_wall_ray.is_colliding():
if other_wall_ray.is_colliding():
_state = State.LookAround
else:
match _state:
State.WalkLeft:
_state = State.WalkRight
State.WalkRight:
_state = State.WalkLeft
State.ChasingLeft, State.ChasingRight:
var stream := SoundManager.sfx_stream_player_lost
SoundManager.play_sfx_stream(stream, global_position)
_state = State.LookAround
func _get_wall_ray(direction: int) -> RayCast2D:
if direction < 0:
return left_wall_ray
else:
return right_wall_ray
func _update_animation() -> void:
if is_zero_approx(velocity.y):
match _state:
State.WalkLeft:
_play_animation(ANIMATION_WALK_LEFT)
State.WalkRight:
_play_animation(ANIMATION_WALK_RIGHT)
State.ChasingLeft:
_play_animation(ANIMATION_CHASE_LEFT)
State.ChasingRight:
_play_animation(ANIMATION_CHASE_RIGHT)
State.Idle:
_play_idle_animation()
State.LookAround:
_play_look_around_animation()
else:
_play_fall_animation()
func _play_idle_animation() -> void:
match facing:
Facing.Front:
_play_animation(ANIMATION_IDLE_FRONT)
Facing.Rear:
_play_animation(ANIMATION_IDLE_REAR)
func _play_look_around_animation() -> void:
if _is_current_animation_look_around(): return
match facing:
Facing.Front:
var animation := _get_random_animation(LOOK_AROUND_FRONT_ANIMATIONS)
_play_animation(animation)
Facing.Rear:
var animation := _get_random_animation(LOOK_AROUND_REAR_ANIMATIONS)
_play_animation(animation)
func _play_fall_animation() -> void:
if is_zero_approx(velocity.x):
var animation := ANIMATION_FALL_UP if velocity.y < 0 else ANIMATION_FALL_DOWN
_play_animation(animation)
elif velocity.x < 0:
var animation := ANIMATION_FALL_UP_LEFT if velocity.y < 0 else ANIMATION_FALL_DOWN_LEFT
_play_animation(animation)
else:
var animation := ANIMATION_FALL_UP_RIGHT if velocity.y < 0 else ANIMATION_FALL_DOWN_RIGHT
_play_animation(animation)
func _is_current_animation_look_around() -> bool:
if not sprite.is_playing(): return false
if sprite.animation in LOOK_AROUND_FRONT_ANIMATIONS: return true
if sprite.animation in LOOK_AROUND_REAR_ANIMATIONS: return true
return false
func _get_random_animation(animations: Array[String]) -> String:
var index := randi_range(0, animations.size() - 1)
return animations[index]
func _play_animation(animation: String) -> void:
if not sprite.is_playing() or sprite.animation != animation:
sprite.play(animation)
func _set_walking_state() -> void:
var is_left_colliding := left_wall_ray.is_colliding()
var is_right_colliding := right_wall_ray.is_colliding()
if is_left_colliding and is_right_colliding:
_state = State.Idle
elif not is_left_colliding and not is_right_colliding:
_state = State.WalkLeft if randi_range(1, 2) == 1 else State.WalkRight
elif not is_left_colliding:
_state = State.WalkLeft
else:
_state = State.WalkRight
func _set_chase_state() -> void:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_spoted, global_position)
if _target_x < position.x:
_state = State.ChasingLeft
else:
_state = State.ChasingRight
func _is_walking_state() -> bool:
return _state == State.WalkLeft or _state == State.WalkRight
func _on_animation_finished() -> void:
if _target_found:
_set_chase_state()
_target_found = false
return
match type:
Type.Standing:
_state = State.Idle
Type.Walking:
_set_walking_state()
Type.Random:
if randi_range(1, 100) <= WALK_CHANCE:
_set_walking_state()
else:
_state = State.Idle
func _on_animation_looped() -> void:
if _state == State.Idle or (type == Type.Random and _is_walking_state()):
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
_state = State.LookAround
func _on_player_touch_area_entered(body: Node2D) -> void:
if body is Player:
_target_x = body.position.x
_set_chase_state()