chicken man

This commit is contained in:
Haze Weathers 2024-02-03 02:02:25 -05:00
parent a7f5ad6db2
commit 63b24cb614
9 changed files with 1469 additions and 97 deletions

View file

@ -1,84 +1,87 @@
extends Node2D
export var decisions: Dictionary = {
"wait": 2,
"chase": 3,
"punch": 3,
"beam": 1,
}
export var wait_time: float = 1.0
export var chase_speed: float = 50.0
export var push_speed: float = 60.0
export var chase_speed: float = 40.0
export var breath_dps: float = 50.0
export var punch_damage: float = 10.0
export var hurting: bool = false
export var sg2083_path: NodePath
var rng := RandomNumberGenerator.new()
var current_action: String = "wait"
onready var punch_cast: RayCast2D = $PunchCast
onready var chase_cast: RayCast2D = $ChaseCast
func _ready() -> void:
rng.seed = "HEROMARK2".hash()
_decide_action()
onready var animation_player: AnimationPlayer = $"%AnimationPlayer"
onready var state_chart: Node = $StateChart
onready var in_range_cast: RayCast2D = $InRangeCast
onready var out_range_cast: RayCast2D = $OutRangeCast
onready var shoot_range_cast: RayCast2D = $ShootRangeCast
func _physics_process(delta: float) -> void:
match current_action:
"chase":
if chase_cast.is_colliding():
print("huh")
_decide_action()
else:
print("hehe")
position.x -= chase_speed * delta
if not out_range_cast.is_colliding():
state_chart.send_event("out_of_range")
elif in_range_cast.is_colliding():
state_chart.send_event("in_range")
func _decide_action() -> void:
# fill array based on weights
var weighted_decisions := []
for k in decisions.keys():
for i in decisions[k]:
weighted_decisions.append(k)
# choose an action
current_action = weighted_decisions[rng.randi() % weighted_decisions.size()]
# act based on new action
match current_action:
"wait":
wait()
"chase":
chase()
"punch":
if punch_cast.is_colliding():
punch()
else:
current_action = "chase"
chase()
"beam":
beam()
func start_push() -> void:
state_chart.send_event("start_push")
func wait() -> void:
print("waiting")
yield(get_tree().create_timer(wait_time, false), "timeout")
_decide_action()
func stop_push() -> void:
state_chart.send_event("stop_push")
func chase() -> void:
# TODO: play animation
print("chasing")
func _attack() -> void:
var sg2083 := get_node(sg2083_path)
if sg2083.has_method("hurt"):
sg2083.hurt(punch_damage)
func punch() -> void:
# TODO: play animation
print("PUNCH")
yield(get_tree().create_timer(wait_time, false), "timeout")
_decide_action()
func _on_Roar_state_entered() -> void:
animation_player.play("roar", 0.25)
Audio.play_sound(Audio.a_famira, Audio.ac_boss)
func beam() -> void:
# TODO: play animation and stuff
print("BEAM")
yield(get_tree().create_timer(wait_time, false), "timeout")
_decide_action()
func _on_Chasing_state_entered() -> void:
animation_player.play("chasing", 0.25)
func _on_Punching_state_entered() -> void:
animation_player.play("punching", 0.25)
func _on_PunchCooldown_state_entered() -> void:
animation_player.play("RESET", 0.5)
func _on_Shooting_state_entered() -> void:
animation_player.play("shooting")
func _on_PushedBack_state_entered() -> void:
animation_player.play("pushed", 0.25)
func _on_Dying_state_entered() -> void:
queue_free()
func _on_PushedBack_event_received(event) -> void:
print(event)
func _on_Chasing_state_physics_processing(delta) -> void:
position.x -= chase_speed * delta
func _on_PushedBack_state_physics_processing(delta) -> void:
position.x += push_speed * delta
func _on_Shooting_state_physics_processing(delta) -> void:
if hurting and shoot_range_cast.is_colliding():
var sg2083 := get_node(sg2083_path)
if sg2083.has_method("hurt"):
var distance := shoot_range_cast.to_local(shoot_range_cast.get_collision_point()).x
var weight := inverse_lerp(shoot_range_cast.cast_to.x, 0.0, distance)
sg2083.hurt(breath_dps * weight * delta, true)