Added enemy movement

This commit is contained in:
2025-11-24 23:30:57 +03:00
parent fb6b00be7c
commit b4529a407b
10 changed files with 71 additions and 25 deletions
+20 -4
View File
@@ -1,11 +1,27 @@
class_name EnemyController class_name EnemyController
extends Node extends Node
signal accelerate(direction: Vector2, delta: float) signal accelerate(direction: Vector2, delta: float)
signal shoot(weapon_index: int) signal shoot()
@export var ship: AbstractEnemyShip
var target_position : Vector2
var direction : Vector2
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
for i in 10: if ship.is_on_screen:
shoot.emit(i) shoot.emit()
accelerate.emit(Vector2.ZERO, delta) accelerate.emit(direction, delta)
func _on_direction_timer_timeout() -> void:
direction = get_acceleration_direction()
func get_acceleration_direction() -> Vector2:
return (target_position - ship.position).normalized()
+7
View File
@@ -4,3 +4,10 @@
[node name="EnemyController" type="Node"] [node name="EnemyController" type="Node"]
script = ExtResource("1_10a67") script = ExtResource("1_10a67")
[node name="DirectionTimer" type="Timer" parent="."]
process_callback = 0
wait_time = 0.25
autostart = true
[connection signal="timeout" from="DirectionTimer" to="." method="_on_direction_timer_timeout"]
+8 -6
View File
@@ -7,14 +7,16 @@ signal accelerate(direction: Vector2, delta: float)
signal shoot(weapon_index: int) signal shoot(weapon_index: int)
const WEAPON_ACTIONS := {
0: "shoot_weapon_1",
1: "shoot_weapon_2",
}
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down") var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
accelerate.emit(input_direction, delta) accelerate.emit(input_direction, delta)
var weapon_actions := { for index : int in WEAPON_ACTIONS:
0: "shoot_weapon_1", if Input.is_action_pressed(WEAPON_ACTIONS[index]):
1: "shoot_weapon_2",
}
for index : int in weapon_actions:
if Input.is_action_pressed(weapon_actions[index]):
shoot.emit(index) shoot.emit(index)
-6
View File
@@ -75,12 +75,6 @@ func accelerate(direction: Vector2, delta: float) -> void:
velocity = velocity.normalized() * max_speed velocity = velocity.normalized() * max_speed
func shoot(weapon_index: int) -> void:
if weapon_index >= _weapons.size(): return
_weapons[weapon_index].shoot(velocity)
func _get_new_speed(accel: float, decel: float, current_speed: float) -> float: func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
if is_zero_approx(accel): if is_zero_approx(accel):
if absf(current_speed) < decel: if absf(current_speed) < decel:
@@ -2,7 +2,26 @@ class_name AbstractEnemyShip
extends AbstractShip extends AbstractShip
@onready var controller : EnemyController = $EnemyController
var is_on_screen : bool = false
func _ready() -> void: func _ready() -> void:
super._ready() super._ready()
for weapon in _weapons: for weapon in _weapons:
weapon.set_belonging(AbstractWeapon.Belonging.ENEMY) weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
func _on_enemy_controller_shoot() -> void:
for weapon in _weapons:
weapon.shoot(velocity)
func _on_visible_on_screen_notifier_2d_screen_entered() -> void:
is_on_screen = true
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
is_on_screen = false
@@ -9,8 +9,12 @@ collision_layer = 4
collision_mask = 2 collision_mask = 2
script = ExtResource("2_fwvrd") script = ExtResource("2_fwvrd")
[node name="EnemyController" parent="." index="4" instance=ExtResource("3_l8c0n")] [node name="EnemyController" parent="." index="4" node_paths=PackedStringArray("ship") instance=ExtResource("3_l8c0n")]
ship = NodePath("..")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." index="5"]
[connection signal="accelerate" from="EnemyController" to="." method="accelerate"] [connection signal="accelerate" from="EnemyController" to="." method="accelerate"]
[connection signal="reload" from="EnemyController" to="." method="reload"] [connection signal="shoot" from="EnemyController" to="." method="_on_enemy_controller_shoot"]
[connection signal="shoot" from="EnemyController" to="." method="shoot"] [connection signal="screen_entered" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_entered"]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
@@ -6,3 +6,9 @@ func _ready() -> void:
super._ready() super._ready()
for weapon in _weapons: for weapon in _weapons:
weapon.set_belonging(AbstractWeapon.Belonging.PLAYER) weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
func _on_player_controller_shoot(weapon_index: int) -> void:
if weapon_index >= _weapons.size(): return
_weapons[weapon_index].shoot(velocity)
+1 -1
View File
@@ -38,4 +38,4 @@ offset_bottom = 22.0
[node name="PlayerController" parent="." index="4" instance=ExtResource("3_4mjo1")] [node name="PlayerController" parent="." index="4" instance=ExtResource("3_4mjo1")]
[connection signal="accelerate" from="PlayerController" to="." method="accelerate"] [connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
[connection signal="shoot" from="PlayerController" to="." method="shoot"] [connection signal="shoot" from="PlayerController" to="." method="_on_player_controller_shoot"]
@@ -10,6 +10,7 @@ extends BlastProjectile
@onready var livetime_timer := $LivetimeTimer @onready var livetime_timer := $LivetimeTimer
@onready var sprite_on_timer := $SpriteOnTimer @onready var sprite_on_timer := $SpriteOnTimer
@onready var sprite_off_timer := $SpriteOffTimer @onready var sprite_off_timer := $SpriteOffTimer
@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
const OFF_TIMES = [ const OFF_TIMES = [
@@ -108,10 +109,6 @@ func _switch_sprite(new_state_state: SpriteState) -> void:
sprite_off.hide() sprite_off.hide()
@onready var sprite : Sprite2D = $Sprite2D
@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
func _process_hit_for_projectile(_collided_body: Node2D) -> void: func _process_hit_for_projectile(_collided_body: Node2D) -> void:
_current_sprite_state = SpriteState.Disabled _current_sprite_state = SpriteState.Disabled
explosion_particles.emitting = true explosion_particles.emitting = true
+2 -1
View File
@@ -25,5 +25,6 @@ func _create_random_enemy() -> void:
var enemy : AbstractEnemyShip = ENEMIES.pick_random().instantiate() var enemy : AbstractEnemyShip = ENEMIES.pick_random().instantiate()
add_child(enemy) add_child(enemy)
enemy.position = Vector2(550, 180) enemy.position = Vector2(750, randi_range(0, 360))
enemy.controller.target_position = Vector2(550, 180)
enemy.destroyed.connect(_create_random_enemy, CONNECT_DEFERRED) enemy.destroyed.connect(_create_random_enemy, CONNECT_DEFERRED)