attack -> shungite dart, new abstract attack state

pull/3/head
HumanoidSandvichDispenser 2023-07-17 20:18:42 -07:00
parent ecfeb2f764
commit df3799910c
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
4 changed files with 105 additions and 90 deletions

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@ -1,4 +1,4 @@
[gd_scene load_steps=33 format=3 uid="uid://bt6s40u515jvo"] [gd_scene load_steps=33 format=3 uid="uid://dsr5kkbthpwpl"]
[ext_resource type="Script" path="res://Characters/Doc.cs" id="2_3elet"] [ext_resource type="Script" path="res://Characters/Doc.cs" id="2_3elet"]
[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="2_5jxom"] [ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="2_5jxom"]
@ -9,7 +9,7 @@
[ext_resource type="Script" path="res://State/NPC/NPCStateMachine.cs" id="6_kjpug"] [ext_resource type="Script" path="res://State/NPC/NPCStateMachine.cs" id="6_kjpug"]
[ext_resource type="Script" path="res://State/NPC/Doc/DocTelegraphState.cs" id="7_tfwbh"] [ext_resource type="Script" path="res://State/NPC/Doc/DocTelegraphState.cs" id="7_tfwbh"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="7_tnve0"] [ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="7_tnve0"]
[ext_resource type="Script" path="res://State/NPC/Doc/DocAttackState.cs" id="8_r4l3q"] [ext_resource type="Script" path="res://State/NPC/Doc/DocShungiteDartState.cs" id="8_1hoax"]
[ext_resource type="Script" path="res://Items/Inventory.cs" id="8_r8ejq"] [ext_resource type="Script" path="res://Items/Inventory.cs" id="8_r8ejq"]
[ext_resource type="Script" path="res://State/NPC/Doc/DocExitState.cs" id="9_6com1"] [ext_resource type="Script" path="res://State/NPC/Doc/DocExitState.cs" id="9_6com1"]
[ext_resource type="PackedScene" uid="uid://doiwdphocqlpo" path="res://Entities/ShungiteSpike.tscn" id="9_7kavk"] [ext_resource type="PackedScene" uid="uid://doiwdphocqlpo" path="res://Entities/ShungiteSpike.tscn" id="9_7kavk"]
@ -237,7 +237,7 @@ AttackState = NodePath("../Attack")
NPC = NodePath("../..") NPC = NodePath("../..")
[node name="Attack" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("ExitState", "NPC")] [node name="Attack" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("ExitState", "NPC")]
script = ExtResource("8_r4l3q") script = ExtResource("8_1hoax")
Duration = 8.0 Duration = 8.0
AttackDuration = 1.0 AttackDuration = 1.0
Projectile = ExtResource("9_7kavk") Projectile = ExtResource("9_7kavk")

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@ -1,95 +1,16 @@
using Godot; using Godot;
using GodotUtilities;
using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc; namespace SupaLidlGame.State.NPC.Doc;
public partial class DocAttackState : NPCState public abstract partial class DocAttackState : NPCState
{ {
protected Scenes.Map _map; public abstract double Duration { get; set; }
protected Utils.World _world;
protected double _currentDuration = 0; public abstract double AttackDuration { get; set; }
protected double _currentAttackDuration = 0;
[Export] public abstract PackedScene Projectile { get; set; }
public double Duration { get; set; }
[Export] public abstract DocExitState ExitState { get; set; }
public double AttackDuration { get; set; }
[Export] protected abstract void Attack();
public PackedScene Projectile { get; set; }
[Export]
public DocExitState ExitState { get; set; }
private float _intensity = 1;
public override NPCState Enter(IState<NPCState> previousState)
{
_map = this.GetAncestor<Scenes.Map>();
_world = this.GetAncestor<Utils.World>();
_currentDuration = Duration;
_currentAttackDuration = AttackDuration;
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
protected virtual Projectile SpawnProjectile(
Vector2 position,
Vector2 direction)
{
var projectile = _map.SpawnEntity<Projectile>(Projectile);
projectile.Hitbox.Faction = NPC.Faction;
// global position is (from npc to player) * 2 = (2 * npc) - player
//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
projectile.GlobalPosition = position;
projectile.Direction = direction;
projectile.GlobalRotation = direction.Angle();
projectile.Delay = 1 / _intensity;
return projectile;
}
protected virtual void Attack()
{
var player = _world.CurrentPlayer;
var playerPos = player.GlobalPosition;
Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
Vector2 direction1 = position1.DirectionTo(playerPos);
Vector2 direction2 = -direction1;
SpawnProjectile(position1, direction1);
SpawnProjectile(position2, direction2);
_currentAttackDuration = AttackDuration / _intensity;
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return ExitState;
}
if (NPC.Health < 500)
{
_intensity = 2;
}
if (NPC.Health < 250)
{
_intensity = 3;
}
if ((_currentAttackDuration -= delta) <= 0)
{
Attack();
}
return null;
}
} }

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@ -0,0 +1,95 @@
using Godot;
using GodotUtilities;
using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocShungiteDartState : DocAttackState
{
protected Scenes.Map _map;
protected Utils.World _world;
protected double _currentDuration = 0;
protected double _currentAttackDuration = 0;
[Export]
public override double Duration { get; set; }
[Export]
public override double AttackDuration { get; set; }
[Export]
public override PackedScene Projectile { get; set; }
[Export]
public override DocExitState ExitState { get; set; }
private float _intensity = 1;
public override NPCState Enter(IState<NPCState> previousState)
{
_map = this.GetAncestor<Scenes.Map>();
_world = this.GetAncestor<Utils.World>();
_currentDuration = Duration;
_currentAttackDuration = AttackDuration;
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
protected virtual Projectile SpawnProjectile(
Vector2 position,
Vector2 direction)
{
var projectile = _map.SpawnEntity<Projectile>(Projectile);
projectile.Hitbox.Faction = NPC.Faction;
// global position is (from npc to player) * 2 = (2 * npc) - player
//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
projectile.GlobalPosition = position;
projectile.Direction = direction;
projectile.GlobalRotation = direction.Angle();
projectile.Delay = 1 / _intensity;
return projectile;
}
protected override void Attack()
{
var player = _world.CurrentPlayer;
var playerPos = player.GlobalPosition;
Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
Vector2 direction1 = position1.DirectionTo(playerPos);
Vector2 direction2 = -direction1;
SpawnProjectile(position1, direction1);
SpawnProjectile(position2, direction2);
_currentAttackDuration = AttackDuration / _intensity;
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return ExitState;
}
if (NPC.Health < 500)
{
_intensity = 2;
}
if (NPC.Health < 250)
{
_intensity = 3;
}
if ((_currentAttackDuration -= delta) <= 0)
{
Attack();
}
return null;
}
}

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@ -1,10 +1,9 @@
using Godot; using Godot;
using GodotUtilities;
using SupaLidlGame.Entities; using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc; namespace SupaLidlGame.State.NPC.Doc;
public partial class DocShungiteSpikeState : DocAttackState public partial class DocShungiteSpikeState : DocShungiteDartState
{ {
private float _intensity = 1; private float _intensity = 1;