Play ball with the enemy

Enemy can return the ball to the player
This commit is contained in:
Mathilde Grapin 2023-06-27 21:25:32 +02:00
parent 332c0fb0e1
commit e0633efcbe
14 changed files with 139 additions and 44 deletions

View file

@ -1,6 +1,7 @@
class_name Ball
extends CharacterBody2D
signal notify_enemy
const Y_OFFSET = -10
var speed = 100
var target = Vector2.ZERO
@ -19,4 +20,7 @@ func _on_player_hit():
var rand_cell: Vector2i = tile_map.get_random_top_cell()
tile_map.reset_and_set_target_cell(rand_cell)
target = tile_map.map_to_local(rand_cell) + Vector2(0, Y_OFFSET)
notify_enemy.emit()
func aim_to_bottom() -> bool:
return tile_map.is_in_bottom_area(target)

View file

@ -0,0 +1,7 @@
class_name CanGoToBallCondition
extends ConditionLeaf
func tick(actor, _blackboard):
if actor.next_target != null && actor.has_thrown_ball && !actor.collide_with_ball:
return SUCCESS
return FAILURE

View file

@ -0,0 +1,12 @@
class_name CanReturnBallCondition
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()
):
return SUCCESS
return FAILURE

View file

@ -1,8 +1,11 @@
class_name CanWaitCodition
extends ConditionLeaf
func tick(_actor, _blackboard):
func tick(actor, _blackboard):
if actor.next_target != null:
return FAILURE
var num = randi_range(0, 1)
if num == 0:
return SUCCESS
return FAILURE
if num == 1:
return FAILURE
return SUCCESS

View file

@ -0,0 +1,13 @@
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

@ -1,13 +0,0 @@
class_name GetRandomDestinationAction
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", destination)
return SUCCESS

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@ -1,5 +0,0 @@
class_name IsIdleCondition
extends ConditionLeaf
func tick(_actor, _blackboard):
return SUCCESS

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@ -0,0 +1,17 @@
class_name ReturnBallAction
extends ActionLeaf
func before_run(actor, _blackboard):
actor.play_throw_animation()
func tick(actor, blackboard):
if !actor.is_throw_animation_finished:
return RUNNING
else:
print("enemy return ball!")
var target = blackboard.get_value("target")
actor.return_ball(target)
return SUCCESS
func after_run(actor, _blackboard):
actor.animation_player.play("idle")

View file

@ -1,16 +1,11 @@
class_name ThrowBallAction
extends ActionLeaf
var is_animation_finished = false
func before_run(actor, _blackboard):
actor.animation_player.animation_finished.connect(_on_animation_finished)
actor.animation_player.speed_scale = 0.8
actor.play_throw_animation()
func tick(actor, blackboard):
actor.animation_player.play("throw")
if !is_animation_finished:
if !actor.is_throw_animation_finished:
return RUNNING
else:
var target = blackboard.get_value("target")
@ -19,8 +14,4 @@ func tick(actor, blackboard):
return SUCCESS
func after_run(actor, _blackboard):
actor.animation_player.speed_scale = 1
actor.animation_player.play("idle")
func _on_animation_finished(_anim_name):
is_animation_finished = true

View file

@ -1,10 +1,15 @@
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
var next_target
var collide_with_ball = false
var is_throw_animation_finished = false
@onready var tile_map: TileMap = get_parent()
@onready var animation_player = $AnimationPlayer
@onready var sprite = $Sprite2D
@ -13,9 +18,33 @@ 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)
func throw_ball(target: Vector2):
var ball = ball_scene.instantiate()
ball.position = position
ball.target = target
tile_map.add_child(ball)
current_ball = ball
current_ball.notify_enemy.connect(_on_notify_enemy)
func play_throw_animation():
is_throw_animation_finished = false
animation_player.speed_scale = 0.8
animation_player.play("throw")
animation_player.speed_scale = 1
func return_ball(target: Vector2):
current_ball.target = target
func _on_animation_finished(_anim_name):
is_throw_animation_finished = true
func _on_notify_enemy():
next_target = current_ball.target
func _on_area_2d_body_entered(_body):
collide_with_ball = true
func _on_area_2d_body_exited(_body):
collide_with_ball = false

View file

@ -15,7 +15,7 @@ func _ready():
position.y += y_spawn_offset
func _on_area_2d_body_entered(body: Node2D):
func _on_area_2d_body_entered(_body: Node2D):
# As players Area2D only collide with balls
# We only enter this function after colliding with a ball
collide_with_ball.emit()

View file

@ -49,6 +49,16 @@ func get_random_bottom_cell() -> Vector2i:
return Vector2i(rand_width, rand_height)
func is_in_bottom_area(local_position: Vector2) -> bool:
var map_position = local_to_map(local_position)
var middle_height = floor(map_height / 2.0)
var bottom_min_height = middle_height + 1
var bottom_max_height = map_height - 1
return map_position.y >= bottom_min_height && map_position.y <= map_height
# Debug helper functions
func reset_and_set_target_cell(cell: Vector2i):
reset_and_set_cell(current_target_cell, cell, target_tile_source_id)
@ -61,3 +71,4 @@ func reset_and_set_cell(current_cell: Vector2i, cell: Vector2i, tile_source_id:
set_cell(0, current_cell, ground_tile_source_id, Vector2i(0, 0), 0)
set_cell(0, cell, tile_source_id, Vector2i(0, 0), 0)
current_cell = cell