Clean up enemy

This commit is contained in:
Mathilde Grapin 2023-07-01 13:26:45 +02:00
parent a08afcb147
commit a56ffa78c5
13 changed files with 90 additions and 99 deletions

View file

@ -9,10 +9,9 @@
[sub_resource type="Animation" id="Animation_ouyrp"]
length = 0.001
[sub_resource type="Animation" id="Animation_6vdwd"]
resource_name = "idle"
[sub_resource type="Animation" id="Animation_jt5bg"]
resource_name = "hit_ball"
length = 0.4
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
@ -23,7 +22,7 @@ tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("3_5xsrd")]
"values": [ExtResource("2_5t5q0")]
}
tracks/1/type = "value"
tracks/1/imported = false
@ -50,9 +49,10 @@ tracks/2/keys = {
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_jt5bg"]
resource_name = "throw"
[sub_resource type="Animation" id="Animation_6vdwd"]
resource_name = "idle"
length = 0.4
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
@ -63,7 +63,7 @@ tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("2_5t5q0")]
"values": [ExtResource("3_5xsrd")]
}
tracks/1/type = "value"
tracks/1/imported = false
@ -134,8 +134,8 @@ tracks/2/keys = {
[sub_resource type="AnimationLibrary" id="AnimationLibrary_gnukq"]
_data = {
"RESET": SubResource("Animation_ouyrp"),
"hit_ball": SubResource("Animation_jt5bg"),
"idle": SubResource("Animation_6vdwd"),
"throw": SubResource("Animation_jt5bg"),
"walk": SubResource("Animation_etqki")
}
@ -172,6 +172,5 @@ shape = SubResource("RectangleShape2D_rlijp")
[node name="EnemyBehaviorTree" parent="." instance=ExtResource("3_jk76t")]
[connection signal="go_to_ball" from="." to="EnemyBehaviorTree" method="_on_enemy_go_to_ball"]
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]
[connection signal="body_exited" from="Area2D" to="." method="_on_area_2d_body_exited"]

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=15 format=3 uid="uid://b51tdt5kunai"]
[gd_scene load_steps=14 format=3 uid="uid://b51tdt5kunai"]
[ext_resource type="Script" path="res://addons/beehave/nodes/beehave_tree.gd" id="1_b2pc4"]
[ext_resource type="Script" path="res://addons/beehave/nodes/composites/sequence.gd" id="2_80fm4"]
@ -8,7 +8,6 @@
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/wait_action.gd" id="6_eyknc"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/can_throw_ball_condition.gd" id="7_k5qlq"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/throw_ball_action.gd" id="8_wytqf"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/get_random_target_action.gd" id="8_y68xp"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/can_go_to_ball_condition.gd" id="10_3puvl"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/get_ball_destination_action.gd" id="11_bvy6m"]
[ext_resource type="Script" path="res://scripts/enemy/behavior_tree/move_to_destination_action.gd" id="11_tjc85"]
@ -29,7 +28,7 @@ script = ExtResource("4_0jr1a")
[node name="TimeLimiterDecorator" type="Node" parent="MainSelector/WaitSequence"]
script = ExtResource("5_012bh")
wait_time = 2.0
wait_time = 1.0
[node name="Wait" type="Node" parent="MainSelector/WaitSequence/TimeLimiterDecorator"]
script = ExtResource("6_eyknc")
@ -40,9 +39,6 @@ script = ExtResource("2_80fm4")
[node name="CanThrowBall" type="Node" parent="MainSelector/ThrowBallSequence"]
script = ExtResource("7_k5qlq")
[node name="GetRandomTarget" type="Node" parent="MainSelector/ThrowBallSequence"]
script = ExtResource("8_y68xp")
[node name="ThrowBall" type="Node" parent="MainSelector/ThrowBallSequence"]
script = ExtResource("8_wytqf")
@ -64,8 +60,5 @@ script = ExtResource("2_80fm4")
[node name="CanReturnBall" type="Node" parent="MainSelector/SequenceComposite"]
script = ExtResource("13_lrd2w")
[node name="GetRandomTarget2" type="Node" parent="MainSelector/SequenceComposite"]
script = ExtResource("8_y68xp")
[node name="ReturnBall" type="Node" parent="MainSelector/SequenceComposite"]
script = ExtResource("14_qbh47")

View file

@ -2,6 +2,10 @@ class_name CanGoToBallCondition
extends ConditionLeaf
func tick(actor, _blackboard):
if actor.next_target != null && actor.has_thrown_ball && !actor.collide_with_ball:
if (
actor.next_target != null &&
actor.ball_in_game() &&
!actor.collide_with_ball
):
return SUCCESS
return FAILURE

View file

@ -3,10 +3,9 @@ extends ConditionLeaf
func tick(actor, _blackboard):
if (
actor.has_thrown_ball
&& actor.next_target != null
&& actor.collide_with_ball
&& !actor.current_ball.aim_to_bottom()
actor.ball_in_game() &&
actor.next_target != null &&
actor.collide_with_ball
):
return SUCCESS
return FAILURE

View file

@ -2,6 +2,6 @@ class_name CanThrowBallCondition
extends ConditionLeaf
func tick(actor, _blackboard):
if !actor.has_thrown_ball:
if !actor.ball_in_game():
return SUCCESS
return FAILURE

View file

@ -2,10 +2,9 @@ class_name CanWaitCodition
extends ConditionLeaf
func tick(actor, _blackboard):
if actor.next_target != null:
return FAILURE
if (
actor.next_target == null
):
var num = randi_range(0, 1)
if num == 1:
return FAILURE
return SUCCESS
return SUCCESS
return FAILURE

View file

@ -2,12 +2,5 @@ class_name GetBallDestinationAction
extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard):
# var rand_cell: Vector2i = actor.tile_map.get_random_top_cell()
# actor.tile_map.reset_and_set_destination_cell(rand_cell)
#
# var destination = actor.tile_map.map_to_local(rand_cell)
# destination.y += actor.Y_SPAWN_OFFSET
#
blackboard.set_value("destination", actor.next_target)
return SUCCESS

View file

@ -1,12 +0,0 @@
class_name GetRandomTargetAction
extends ActionLeaf
func tick(actor, blackboard):
var rand_cell: Vector2i = actor.tile_map.get_random_bottom_cell()
actor.tile_map.reset_and_set_target_cell(rand_cell)
var target = actor.tile_map.map_to_local(rand_cell)
blackboard.set_value("target", target)
return SUCCESS

View file

@ -3,20 +3,19 @@ extends ActionLeaf
func before_run(actor, blackboard):
var destination = blackboard.get_value("destination")
actor.sprite.flip_h = actor.position.x > destination.x
actor.animation_player.play("walk")
actor.flip_sprite(destination)
actor.play_walk_animation()
func tick(actor: Node, blackboard: Blackboard):
var destination = blackboard.get_value("destination")
var delta = get_physics_process_delta_time()
actor.position = actor.position.move_toward(destination, delta * actor.speed)
actor.move_to(destination)
if actor.position == destination:
return SUCCESS
return RUNNING
func after_run(actor, blackboard):
actor.play_idle_animation()
# Debug
var destination = blackboard.get_value("destination")
destination.y -= actor.Y_SPAWN_OFFSET
var cell = actor.tile_map.local_to_map(destination)
actor.tile_map.set_cell(0, cell, 0, Vector2i(0, 0), 0) # debug purpose
actor.reset_tile(destination)

View file

@ -2,15 +2,13 @@ class_name ReturnBallAction
extends ActionLeaf
func before_run(actor, _blackboard):
actor.play_throw_animation()
actor.play_hit_ball_animation()
func tick(actor, blackboard):
if !actor.is_throw_animation_finished:
func tick(actor, _blackboard):
if !actor.hit_ball_animation_finished:
return RUNNING
else:
var target = blackboard.get_value("target")
actor.return_ball(target)
return SUCCESS
actor.return_ball()
return SUCCESS
func after_run(actor, _blackboard):
actor.animation_player.play("idle")

View file

@ -2,16 +2,13 @@ class_name ThrowBallAction
extends ActionLeaf
func before_run(actor, _blackboard):
actor.play_throw_animation()
actor.play_hit_ball_animation()
func tick(actor, blackboard):
if !actor.is_throw_animation_finished:
if !actor.hit_ball_animation_finished:
return RUNNING
else:
var target = blackboard.get_value("target")
actor.throw_ball(target)
actor.has_thrown_ball = true
return SUCCESS
actor.throw_ball()
return SUCCESS
func after_run(actor, _blackboard):
actor.animation_player.play("idle")
actor.play_idle_animation()

View file

@ -2,7 +2,7 @@ class_name WaitAction
extends ActionLeaf
func before_run(actor, _blackboard):
actor.animation_player.play("idle")
actor.play_idle_animation()
func tick(_actor, _blackboard):
return RUNNING

View file

@ -1,50 +1,72 @@
class_name Enemy
extends CharacterBody2D
signal go_to_ball
const Y_SPAWN_OFFSET = -8
@export var speed = 80
var has_thrown_ball = false
var ball_scene = preload("res://scenes/ball.tscn")
var current_ball: Ball
const ball_scene = preload("res://scenes/ball.tscn")
const ball_name = "Ball"
const y_spawn_offset = -8
signal hit_ball
var speed = 80
var next_target
var collide_with_ball = false
var is_throw_animation_finished = false
var hit_ball_animation_finished = false
@onready var tile_map: TileMap = get_parent()
@onready var animation_player = $AnimationPlayer
@onready var sprite = $Sprite2D
func _ready():
var spawn_cell: Vector2i = tile_map.get_top_spawn_cell()
position = tile_map.map_to_local(spawn_cell)
position.y += Y_SPAWN_OFFSET
animation_player.animation_finished.connect(_on_animation_finished)
var spawn_cell = tile_map.get_top_spawn_cell()
position = tile_map.map_to_local(spawn_cell) + Vector2(0, y_spawn_offset)
animation_player.animation_finished.connect(_on_hit_ball_animation_finished)
func throw_ball(target: Vector2):
func move_to(destination):
var delta = get_physics_process_delta_time()
position = position.move_toward(destination, delta * speed)
func throw_ball():
var ball = ball_scene.instantiate()
ball.name = ball_name
ball.position = position
ball.target = target
ball.notify_enemy.connect(_on_notify_enemy)
tile_map.add_child(ball)
current_ball = ball
current_ball.notify_enemy.connect(_on_notify_enemy)
hit_ball.emit()
func play_throw_animation():
is_throw_animation_finished = false
func return_ball():
hit_ball.emit()
next_target = null
func flip_sprite(destination):
sprite.flip_h = position.x > destination.x
func play_hit_ball_animation():
hit_ball_animation_finished = false
animation_player.speed_scale = 0.8
animation_player.play("throw")
animation_player.play("hit_ball")
animation_player.speed_scale = 1
func return_ball(target: Vector2):
current_ball.target = target
func play_idle_animation():
animation_player.play("idle")
func _on_animation_finished(_anim_name):
is_throw_animation_finished = true
func play_walk_animation():
animation_player.play("walk")
func _on_notify_enemy():
next_target = current_ball.target
func _on_hit_ball_animation_finished(_anim_name):
hit_ball_animation_finished = true
func _on_notify_enemy(new_target):
# TODO: add to new_target an offset depending from where the enemy come from
next_target = tile_map.map_to_local(new_target)
func _on_area_2d_body_entered(_body):
collide_with_ball = true
func _on_area_2d_body_exited(_body):
collide_with_ball = false
func ball_in_game() -> bool:
return tile_map.has_node(ball_name)
# Debug functions
func reset_tile(destination):
destination.y -= y_spawn_offset
var cell = tile_map.local_to_map(destination)
tile_map.set_cell(0, cell, 0, Vector2i(0, 0), 0)