Add a behavior tree to the enemy
Add the Beehave addon. Make the enemy do the same thing as before but with a behavior tree.
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09f6925a00
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92 changed files with 4025 additions and 25 deletions
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@ -1,7 +1,8 @@
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[gd_scene load_steps=6 format=3 uid="uid://bktg1ypaav3q3"]
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[gd_scene load_steps=7 format=3 uid="uid://bktg1ypaav3q3"]
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[ext_resource type="Texture2D" uid="uid://bbwsdd0jddmck" path="res://art/Pink_Monster_Walk_6.png" id="1_e5603"]
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[ext_resource type="Script" path="res://scripts/enemy.gd" id="1_l5lyv"]
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[ext_resource type="PackedScene" uid="uid://b51tdt5kunai" path="res://scenes/enemy_behavior_tree.tscn" id="3_jk76t"]
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[sub_resource type="Animation" id="Animation_etqki"]
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resource_name = "walk"
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@ -45,3 +46,5 @@ libraries = {
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(-0.5, -5)
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shape = SubResource("RectangleShape2D_rlijp")
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[node name="EnemyBehaviorTree" parent="." instance=ExtResource("3_jk76t")]
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22
scenes/enemy_behavior_tree.tscn
Normal file
22
scenes/enemy_behavior_tree.tscn
Normal file
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@ -0,0 +1,22 @@
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[gd_scene load_steps=6 format=3 uid="uid://b51tdt5kunai"]
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[ext_resource type="Script" path="res://addons/beehave/nodes/beehave_tree.gd" id="1_b2pc4"]
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[ext_resource type="Script" path="res://addons/beehave/nodes/composites/sequence.gd" id="2_80fm4"]
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[ext_resource type="Script" path="res://scripts/is_idle_condition.gd" id="3_5jur1"]
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[ext_resource type="Script" path="res://scripts/move_to_target_action.gd" id="4_1on4v"]
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[ext_resource type="Script" path="res://scripts/get_random_top_cell.gd" id="4_ouqf7"]
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[node name="EnemyBehaviorTree" type="Node"]
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script = ExtResource("1_b2pc4")
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[node name="ReturnBallSequence" type="Node" parent="."]
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script = ExtResource("2_80fm4")
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[node name="IsIdle" type="Node" parent="ReturnBallSequence"]
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script = ExtResource("3_5jur1")
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[node name="GetRandomTopCell" type="Node" parent="ReturnBallSequence"]
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script = ExtResource("4_ouqf7")
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[node name="MoveToTargetAction" type="Node" parent="ReturnBallSequence"]
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script = ExtResource("4_1on4v")
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