diff --git a/Assets/Sprites/Misc/mini-shungite.png.import b/Assets/Sprites/Misc/mini-shungite.png.import new file mode 100644 index 0000000..6aeb4a9 --- /dev/null +++ b/Assets/Sprites/Misc/mini-shungite.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://debqunpkdemj2" +path="res://.godot/imported/mini-shungite.png-01bdbec41fe54ed8fc826d4314ec257e.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Sprites/Misc/mini-shungite.png" +dest_files=["res://.godot/imported/mini-shungite.png-01bdbec41fe54ed8fc826d4314ec257e.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +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 diff --git a/Assets/Sprites/Misc/shungite-spike.ase b/Assets/Sprites/Misc/shungite-spike.ase new file mode 100644 index 0000000..2d02919 Binary files /dev/null and b/Assets/Sprites/Misc/shungite-spike.ase differ diff --git a/Assets/Sprites/Misc/shungite-spike.png b/Assets/Sprites/Misc/shungite-spike.png new file mode 100644 index 0000000..7b0591a Binary files /dev/null and b/Assets/Sprites/Misc/shungite-spike.png differ diff --git a/Assets/Sprites/Misc/shungite-spike.png.import b/Assets/Sprites/Misc/shungite-spike.png.import new file mode 100644 index 0000000..2fd120b --- /dev/null +++ b/Assets/Sprites/Misc/shungite-spike.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dvx2b0y6dup53" +path="res://.godot/imported/shungite-spike.png-3c88db04670aa56f0aed81fe7332990b.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Sprites/Misc/shungite-spike.png" +dest_files=["res://.godot/imported/shungite-spike.png-3c88db04670aa56f0aed81fe7332990b.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +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 diff --git a/State/NPC/Doc/DocAttackState.cs b/State/NPC/Doc/DocAttackState.cs index d4ee473..fdae8a3 100644 --- a/State/NPC/Doc/DocAttackState.cs +++ b/State/NPC/Doc/DocAttackState.cs @@ -1,5 +1,6 @@ using Godot; using GodotUtilities; +using SupaLidlGame.Entities; namespace SupaLidlGame.State.NPC.Doc; @@ -39,9 +40,11 @@ public partial class DocAttackState : NPCState } - protected virtual void SpawnProjectile(Vector2 position, Vector2 direction) + protected virtual Projectile SpawnProjectile( + Vector2 position, + Vector2 direction) { - var projectile = _map.SpawnEntity(Projectile); + var projectile = _map.SpawnEntity(Projectile); projectile.Hitbox.Faction = NPC.Faction; // global position is (from npc to player) * 2 = (2 * npc) - player //projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos; @@ -49,6 +52,20 @@ public partial class DocAttackState : NPCState 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) @@ -70,15 +87,7 @@ public partial class DocAttackState : NPCState if ((_currentAttackDuration -= delta) <= 0) { - 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; + Attack(); } return null; diff --git a/State/NPC/Doc/DocShungiteSpikeState.cs b/State/NPC/Doc/DocShungiteSpikeState.cs new file mode 100644 index 0000000..2b23149 --- /dev/null +++ b/State/NPC/Doc/DocShungiteSpikeState.cs @@ -0,0 +1,36 @@ +using Godot; +using GodotUtilities; +using SupaLidlGame.Entities; + +namespace SupaLidlGame.State.NPC.Doc; + +public partial class DocShungiteSpikeState : DocAttackState +{ + private float _intensity = 1; + + protected override Projectile SpawnProjectile( + Vector2 position, + Vector2 direction) + { + var projectile = base.SpawnProjectile(position, direction); + projectile.Delay = 4; + return projectile; + } + + protected override void Attack() + { + var player = _world.CurrentPlayer; + var playerPos = player.GlobalPosition; + Vector2 left = playerPos + Vector2.Left * 64; + Vector2 right = playerPos + Vector2.Right * 64; + Vector2 up = playerPos + Vector2.Up * 64; + Vector2 down = playerPos + Vector2.Down * 64; + SpawnProjectile(left, Vector2.Zero); + SpawnProjectile(right, Vector2.Zero); + SpawnProjectile(up, Vector2.Zero); + SpawnProjectile(down, Vector2.Zero); + + // only attack once and stop (but keep in this state for 8 seconds) + _currentAttackDuration = float.PositiveInfinity; + } +}