init
commit
9f4d7b4928
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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@ -0,0 +1,30 @@
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class Character : CharacterBody2D
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{
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public float Speed { get; protected set; } = 128.0f;
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public float JumpVelocity { get; protected set; } = -400.0f;
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public float AccelerationMagnitude { get; protected set; } = 256.0f;
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public Vector2 Acceleration => Direction * AccelerationMagnitude;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public Vector2 Direction { get; protected set; } = Vector2.Zero;
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public override void _Process(double delta)
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{
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}
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public override void _PhysicsProcess(double delta)
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{
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// movement would be more crisp with no acceleration
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Velocity = Direction * Speed;
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MoveAndSlide();
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}
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}
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}
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@ -0,0 +1,128 @@
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class Enemy : NPC
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{
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public override void _Ready()
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{
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base._Ready();
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}
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public override void _Process(double delta)
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{
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if ((_thinkTimeElapsed -= delta) <= 0)
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{
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_thinkTimeElapsed = 0.25;
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Think();
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}
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
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base._Process(delta);
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}
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public override void _Draw()
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{
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for (byte i = 0; i < 16; i++)
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{
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Vector2 diff = WeightVec(i) * 128;
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Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
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DrawLine(Vector2.Zero, diff, c, 2.0f);
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}
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base._Draw();
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}
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private Vector2 WeightVec(int idx)
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{
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//GD.Print(_weights[idx]);
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return WeightVecNorm(idx) * _weights[idx];
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}
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private Vector2 WeightVecNorm(int idx)
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{
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// sin(2pix/16)
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float x = Mathf.Cos(Mathf.Pi * idx / 8);
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float y = Mathf.Sin(Mathf.Pi * idx / 8);
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return new Vector2(x, y);
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}
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private Character FindBestTarget()
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{
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float bestDist = float.MaxValue;
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Character bestChar = null;
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foreach (Node node in GetParent().GetChildren())
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{
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if (node != this && node is Character character)
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{
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float dist = Position.DistanceTo(character.Position);
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if (dist < bestDist)
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{
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bestDist = dist;
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bestChar = character;
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}
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}
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}
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return bestChar;
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}
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private void Think()
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{
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Target = FindBestTarget();
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float bestWeight = 0;
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Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
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float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
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for (byte i = 0; i < 16; i++)
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{
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Vector2 dir = WeightVecNorm(i);
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// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
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if (dist < 16384)
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{
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Vector2 dirA = WeightVecNorm((i + 4) % 16);
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Vector2 dirB = WeightVecNorm((i - 4) % 16);
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float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
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dirB.Dot(want) + dirB.Dot(Direction));
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_weights[i] = (dot + 1) / 2;
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}
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else
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{
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_weights[i] = (dir.Dot(want) + 1) / 2;
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}
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// check each weight with a raycast to see if it will hit any object
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// if it hits an object, subtract the weight by how close the ray is
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if (_weights[i] > 0)
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{
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GD.Print("casting...");
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var spaceState = GetWorld2d().DirectSpaceState;
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var args = new PhysicsRayQueryParameters2D();
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args.From = GlobalPosition;
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args.To = GlobalPosition + dir * 256 * _weights[i];
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args.CollideWithBodies = true;
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args.Exclude.Add(this.GetRid());
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var result = spaceState.IntersectRay(args);
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GD.Print(result.Count);
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if (result.Count > 0)
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{
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var pos = result["position"].AsVector2();
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var sub = pos.DistanceTo(GlobalPosition + dir);
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_weights[i] -= sub;
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GD.Print("hit!");
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}
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}
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if (_weights[i] > bestWeight)
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{
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bestWeight = _weights[i];
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_dirIdx = i;
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}
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//GD.Print(_weights[i]);
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}
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Direction = WeightVecNorm((byte)_dirIdx);
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QueueRedraw();
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}
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}
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}
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[gd_scene load_steps=4 format=3 uid="uid://dymwd5ihpwyqm"]
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[ext_resource type="Script" path="res://Characters/NPC.cs" id="1_4x3dm"]
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[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_ujqd7"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uict5"]
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size = Vector2(32, 16)
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[node name="ExampleEnemy" type="CharacterBody2D"]
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script = ExtResource("1_4x3dm")
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[node name="Icon" type="Sprite2D" parent="."]
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scale = Vector2(0.25, 0.25)
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texture = ExtResource("2_ujqd7")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, 8)
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shape = SubResource("RectangleShape2D_uict5")
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@ -0,0 +1,139 @@
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class NPC : Character
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{
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/// <summary>Time in seconds it takes for the NPC to think</summary>
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public const float ThinkTime = 0.25f;
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public Character Target { get; protected set; }
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public float[] Weights => _weights;
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protected float[] _weights = new float[16];
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protected int _dirIdx = 0;
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protected double _thinkTimeElapsed = 0;
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public override void _Ready()
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{
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base._Ready();
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Array.Fill(_weights, 0);
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}
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public override void _Process(double delta)
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{
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if ((_thinkTimeElapsed += delta) > ThinkTime)
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{
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_thinkTimeElapsed = 0;
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Think();
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}
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
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base._Process(delta);
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}
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public override void _Draw()
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||||||
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{
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||||||
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for (byte i = 0; i < 16; i++)
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||||||
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{
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||||||
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Vector2 diff = WeightVec(i) * 128;
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Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
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DrawLine(Vector2.Zero, diff, c, 2.0f);
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}
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base._Draw();
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}
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private Vector2 WeightVec(int idx)
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{
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//GD.Print(_weights[idx]);
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return WeightVecNorm(idx) * _weights[idx];
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}
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private Vector2 WeightVecNorm(int idx)
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{
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// sin(2pix/16)
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float x = Mathf.Cos(Mathf.Pi * idx / 8);
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||||||
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float y = Mathf.Sin(Mathf.Pi * idx / 8);
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return new Vector2(x, y);
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||||||
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}
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||||||
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||||||
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private Character FindBestTarget()
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|
{
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float bestDist = float.MaxValue;
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||||||
|
Character bestChar = null;
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||||||
|
foreach (Node node in GetParent().GetChildren())
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||||||
|
{
|
||||||
|
if (node != this && node is Character character)
|
||||||
|
{
|
||||||
|
float dist = Position.DistanceTo(character.Position);
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||||||
|
if (dist < bestDist)
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||||||
|
{
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||||||
|
bestDist = dist;
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||||||
|
bestChar = character;
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||||||
|
}
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||||||
|
}
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||||||
|
}
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|
return bestChar;
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||||||
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}
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||||||
|
private void Think()
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||||||
|
{
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Target = FindBestTarget();
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float bestWeight = 0;
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||||||
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|
||||||
|
Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
|
||||||
|
float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
|
||||||
|
for (byte i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
Vector2 dir = WeightVecNorm(i);
|
||||||
|
// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
|
||||||
|
if (dist < 16384)
|
||||||
|
{
|
||||||
|
Vector2 dirA = WeightVecNorm((i + 4) % 16);
|
||||||
|
Vector2 dirB = WeightVecNorm((i - 4) % 16);
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|
float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
|
||||||
|
dirB.Dot(want) + dirB.Dot(Direction));
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||||||
|
_weights[i] = (dot + 1) / 2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_weights[i] = (dir.Dot(want) + 1) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// check each weight with a raycast to see if it will hit any object
|
||||||
|
// if it hits an object, subtract the weight by how close the ray is
|
||||||
|
if (_weights[i] > 0)
|
||||||
|
{
|
||||||
|
GD.Print("casting...");
|
||||||
|
var spaceState = GetWorld2d().DirectSpaceState;
|
||||||
|
var args = new PhysicsRayQueryParameters2D();
|
||||||
|
args.From = GlobalPosition;
|
||||||
|
args.To = GlobalPosition + dir * 256 * _weights[i];
|
||||||
|
args.CollideWithBodies = true;
|
||||||
|
args.Exclude.Add(this.GetRid());
|
||||||
|
var result = spaceState.IntersectRay(args);
|
||||||
|
GD.Print(result.Count);
|
||||||
|
if (result.Count > 0)
|
||||||
|
{
|
||||||
|
var pos = result["position"].AsVector2();
|
||||||
|
var sub = pos.DistanceTo(GlobalPosition + dir);
|
||||||
|
_weights[i] -= sub;
|
||||||
|
GD.Print("hit!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_weights[i] > bestWeight)
|
||||||
|
{
|
||||||
|
bestWeight = _weights[i];
|
||||||
|
_dirIdx = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
//GD.Print(_weights[i]);
|
||||||
|
}
|
||||||
|
Direction = WeightVecNorm((byte)_dirIdx);
|
||||||
|
QueueRedraw();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,18 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace SupaLidlGame.Characters
|
||||||
|
{
|
||||||
|
public partial class Player : Character
|
||||||
|
{
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Speed = 256.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
[gd_scene load_steps=4 format=3 uid="uid://bncaar8vp3b84"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://Characters/Player.cs" id="1_flygr"]
|
||||||
|
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_xmgd1"]
|
||||||
|
|
||||||
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"]
|
||||||
|
size = Vector2(32, 16)
|
||||||
|
|
||||||
|
[node name="Node2D" type="CharacterBody2D"]
|
||||||
|
script = ExtResource("1_flygr")
|
||||||
|
|
||||||
|
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||||
|
scale = Vector2(0.25, 0.25)
|
||||||
|
texture = ExtResource("2_xmgd1")
|
||||||
|
|
||||||
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||||
|
position = Vector2(0, 8)
|
||||||
|
shape = SubResource("RectangleShape2D_bfqew")
|
||||||
|
|
||||||
|
[node name="Camera2D" type="Camera2D" parent="."]
|
||||||
|
current = true
|
|
@ -0,0 +1,10 @@
|
||||||
|
namespace SupaLidlGame.Characters.Thinkers
|
||||||
|
{
|
||||||
|
public class Thinker
|
||||||
|
{
|
||||||
|
public virtual void Think()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
[gd_scene load_steps=3 format=3 uid="uid://cbsosmpnenfwu"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://bncaar8vp3b84" path="res://Characters/Player.tscn" id="1_m35hr"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://dymwd5ihpwyqm" path="res://Characters/ExampleEnemy.tscn" id="2_uti3y"]
|
||||||
|
|
||||||
|
[node name="Level" type="Node2D"]
|
||||||
|
|
||||||
|
[node name="TileMap" type="TileMap" parent="."]
|
||||||
|
y_sort_enabled = true
|
||||||
|
format = 2
|
||||||
|
|
||||||
|
[node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")]
|
||||||
|
position = Vector2(206, 94)
|
||||||
|
motion_mode = 1
|
||||||
|
|
||||||
|
[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
|
||||||
|
position = Vector2(680, 261)
|
||||||
|
|
||||||
|
[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
|
||||||
|
position = Vector2(842, 459)
|
||||||
|
|
||||||
|
[node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")]
|
||||||
|
position = Vector2(297, 354)
|
||||||
|
|
||||||
|
[node name="ExampleEnemy4" parent="TileMap" instance=ExtResource("2_uti3y")]
|
||||||
|
position = Vector2(675, 78)
|
Binary file not shown.
|
@ -0,0 +1,6 @@
|
||||||
|
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.4">
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||||
|
</PropertyGroup>
|
||||||
|
</Project>
|
|
@ -0,0 +1,19 @@
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
# Visual Studio 2012
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SupaLidlGame", "SupaLidlGame.csproj", "{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|Any CPU = Debug|Any CPU
|
||||||
|
ExportDebug|Any CPU = ExportDebug|Any CPU
|
||||||
|
ExportRelease|Any CPU = ExportRelease|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
|
||||||
|
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
|
@ -0,0 +1 @@
|
||||||
|
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|
After Width: | Height: | Size: 4.1 KiB |
|
@ -0,0 +1,37 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://bw052v8ikfget"
|
||||||
|
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://icon.svg"
|
||||||
|
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
|
svg/scale=1.0
|
||||||
|
editor/scale_with_editor_scale=false
|
||||||
|
editor/convert_colors_with_editor_theme=false
|
|
@ -0,0 +1,51 @@
|
||||||
|
; Engine configuration file.
|
||||||
|
; It's best edited using the editor UI and not directly,
|
||||||
|
; since the parameters that go here are not all obvious.
|
||||||
|
;
|
||||||
|
; Format:
|
||||||
|
; [section] ; section goes between []
|
||||||
|
; param=value ; assign values to parameters
|
||||||
|
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="SupaLidlGame"
|
||||||
|
run/main_scene="res://Scenes/Level.tscn"
|
||||||
|
config/features=PackedStringArray("4.0", "C#", "Forward Plus")
|
||||||
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
|
[dotnet]
|
||||||
|
|
||||||
|
project/assembly_name="SupaLidlGame"
|
||||||
|
|
||||||
|
[input]
|
||||||
|
|
||||||
|
ui_left={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
|
||||||
|
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
ui_right={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
|
||||||
|
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
ui_up={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
|
||||||
|
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
ui_down={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
|
||||||
|
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
|
[physics]
|
||||||
|
|
||||||
|
2d/default_gravity=0.0
|
Loading…
Reference in New Issue