3 Commits

Author SHA1 Message Date
4e127b091c Merge pull request 'enemy+wraparound' (#2) from enemy+wraparound into main
Reviewed-on: #2
2026-02-16 23:49:24 -08:00
d3eac34147 Merge pull request 'added mouse look and added a depressed elmo png for later' (#1) from Mouse-Look into main
Reviewed-on: #1
2026-02-16 23:47:46 -08:00
a93f163b85 Added a basic monk enemy that always looks at the player
Also added a feature so it will wrap around if the player gets too far
2026-02-16 20:09:20 -08:00
13 changed files with 52 additions and 180 deletions

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@@ -1,14 +1,12 @@
[gd_scene format=3 uid="uid://db1oeukux1376"]
[ext_resource type="Texture2D" uid="uid://xg0mu5mtpcgo" path="res://Assets/PlaceHolders/BuffMonk.png" id="1_g6sln"]
[ext_resource type="Script" uid="uid://d34snqiuscbv8" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
[ext_resource type="PackedScene" uid="uid://b3ngjk0lkeemd" path="res://Scenes/Projectile_1.tscn" id="2_n3m8v"]
[ext_resource type="Script" uid="uid://dm8ytxk67ejef" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_g6sln"]
[node name="Enemy1" type="CharacterBody2D" unique_id=1765361359]
script = ExtResource("1_s7od6")
Projectile = ExtResource("2_n3m8v")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=93765061]
position = Vector2(22, -29)

11
block/Scenes/MapTest.tscn Normal file
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@@ -0,0 +1,11 @@
[gd_scene format=3 uid="uid://d3m22yqoyvo4t"]
[ext_resource type="PackedScene" uid="uid://b448mpav6ek52" path="res://Scenes/arena_game_manager.tscn" id="1_0tjoe"]
[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="2_pddb8"]
[node name="MapTest" type="Node2D" unique_id=2115555896]
[node name="ArenaGameManager" parent="." unique_id=1024187604 instance=ExtResource("1_0tjoe")]
[node name="Enemy1" parent="." unique_id=1765361359 instance=ExtResource("2_pddb8")]
position = Vector2(379, 168)

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@@ -1,26 +0,0 @@
extends Node2D
const speed = 200
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
var direction = Vector2.RIGHT
#var debug_normal: Vector2 = Vector2.ZERO
func _ready() -> void:
direction = (player.global_position - global_position).normalized()
global_rotation=direction.angle()
func _process(delta: float) -> void:
position += direction * speed * delta
func get_facing_direction():
var direction_vector = Vector2.from_angle(rotation)
return direction_vector
func changeDirection(normal: Vector2):
direction = normal
rotation = direction.angle()
# Debug function
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
pass

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@@ -1 +0,0 @@
uid://bxqq5rcm0twuk

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@@ -1,34 +0,0 @@
[gd_scene format=3 uid="uid://b3ngjk0lkeemd"]
[ext_resource type="Texture2D" uid="uid://bsjn11wcewgya" path="res://Assets/PlaceHolders/Blob.png" id="1_1rre0"]
[ext_resource type="Script" uid="uid://bxqq5rcm0twuk" path="res://Scenes/Projectile_1.gd" id="1_lrei0"]
[sub_resource type="GDScript" id="GDScript_4ipem"]
script/source = "extends Area2D
# Called when the node enters the scene tree for the first time.
#func _ready() -> void:
# pass # Replace with function body.
"
[sub_resource type="CircleShape2D" id="CircleShape2D_v0834"]
[node name="Projectile1" type="Node2D" unique_id=1531719161]
script = ExtResource("1_lrei0")
[node name="Area2D" type="Area2D" parent="." unique_id=1629546418 groups=["Projectiles"]]
collision_layer = 2
collision_mask = 2
script = SubResource("GDScript_4ipem")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=286593893]
scale = Vector2(1.1, 1.1)
shape = SubResource("CircleShape2D_v0834")
[node name="Sprite2D" type="Sprite2D" parent="Area2D" unique_id=1983633174]
position = Vector2(-0.9999995, 1)
scale = Vector2(0.17, 0.17)
texture = ExtResource("1_1rre0")

View File

@@ -24,17 +24,15 @@ var dir: Vector2
var knockback = 200
var current_state = States.IDLE
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
@export var Projectile: PackedScene
func _on_timer_timeout() -> void:
$DirectionTimer.wait_time = chose([1,2,3])
if current_state !=States.CHASE:
dir = chose([Vector2.RIGHT, Vector2.LEFT])
var newProjectile = Projectile.instantiate() as Node2D
newProjectile.global_position=global_position
# newProjectile.global_rotation=global_rotation
get_tree().current_scene.add_child(newProjectile)
func chose(array):
array.shuffle()
@@ -44,11 +42,38 @@ func wraparound():
var direction = global_position.direction_to(player.global_position)
global_position += direction * max_distance*2
func _process(delta: float) -> void:
look_at(player.global_position)
#print(player.global_position)
print(player.global_position)
var distance = global_position.distance_to(player.global_position)
if distance>max_distance:
wraparound()
"""
if (global_position.x-player.global_position.x)>600:#player to the right
global_position.x=player.global_position.x-600#move right
elif(global_position.x-player.global_position.x)<-600:#player to the left
global_position.x=player.global_position.x+600#move left
if (global_position.y-player.global_position.y)>600:#player to the up
global_position.y=player.global_position.y-600#move up
elif(global_position.y-player.global_position.y)<-600:#player to the down
global_position.y=player.global_position.y+600#move down
"""
"""
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
"""

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@@ -1 +1 @@
uid://d34snqiuscbv8
uid://dm8ytxk67ejef

View File

@@ -17,8 +17,7 @@ func _process(_delta: float) -> void:
move_and_slide()
look_at(get_global_mouse_position())
# look_at(get_global_mouse_position()) #uncompensated mouse control
#OLD: used when player shield direction aigned 90 deg off from front
# var angle_to_mouse = get_angle_to(get_global_mouse_position())
# rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side
var angle_to_mouse = get_angle_to(get_global_mouse_position())
rotation += angle_to_mouse + deg_to_rad(90) #+90 to makes top of image face mouse, not side

View File

@@ -3,7 +3,6 @@
[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
[ext_resource type="Texture2D" uid="uid://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"]
[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
[ext_resource type="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
[sub_resource type="CircleShape2D" id="CircleShape2D_v0iea"]
@@ -21,21 +20,13 @@ scale = Vector2(4.2653956, 4.2653956)
shape = SubResource("CircleShape2D_v0iea")
[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
position = Vector2(50, 0)
position = Vector2(0, -50)
rotation = 1.5707964
scale = Vector2(0.15, 0.15)
texture = ExtResource("3_6t5aa")
[node name="ShieldColision" type="CollisionShape2D" parent="." unique_id=948717563]
position = Vector2(50, 0)
scale = Vector2(2.5, 6)
shape = SubResource("RectangleShape2D_6t5aa")
[node name="ShieldHitbox" type="Area2D" parent="." unique_id=2121529100]
collision_layer = 2
collision_mask = 2
script = ExtResource("4_vgqql")
[node name="ShieldHitboxCol" type="CollisionShape2D" parent="ShieldHitbox" unique_id=1829894325]
position = Vector2(50, 0)
position = Vector2(0, -50)
rotation = 1.5707964
scale = Vector2(2.5, 6)
shape = SubResource("RectangleShape2D_6t5aa")

View File

@@ -1,32 +0,0 @@
extends Area2D
var debug_normal: Vector2 = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
area_entered.connect(_on_area_entered)
func _on_area_entered(area):
if area.is_in_group("Projectiles"):
print("Event: Projectile hit shield")
var shield_normal = global_transform.x.normalized()
print("Readout: Shield normal: ", Vec2str(shield_normal))
# Gets the direction from the parent Node2D NOT the Area2d component
var projectile_velocity = area.get_parent().get_facing_direction()
print("Readout: Projectile dir: ", Vec2str(projectile_velocity))
var bounceTrajectory = projectile_velocity.bounce(shield_normal)
print("Readout: Bounce dir: ", Vec2str(bounceTrajectory))
if area.get_parent().has_method("changeDirection"):
area.get_parent().changeDirection(bounceTrajectory)
# Debug functions
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
pass
# Makes the string a bit easier to read in debug console
func Vec2str(vec: Vector2) -> String:
var x_sign = " " if vec.x >= 0 else ""
var y_sign = " " if vec.y >= 0 else ""
return "(%s%.2f, %s%.2f)" % [x_sign, vec.x, y_sign, vec.y]

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@@ -1 +0,0 @@
uid://b7vgyn15fioeu

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@@ -18,7 +18,6 @@ config/icon="res://icon.svg"
[global_group]
player="Making this for an easy reference to the player in the enemies code"
Projectiles="Tell if the object is a projectile or not"
[input]

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@@ -12,60 +12,3 @@ Done
Current imported assests:
https://screamingbrainstudios.itch.io/tiny-texture-pack
x1*x2+y1*y2
along normal speedx*sp
var proje_normal = global_transform.x.normalized()
#proje_normal.y = -proje_normal.y
print("Proje Normal: ", proje_normal)
var speed_perp: float = proje_normal.dot(normal)
var perp_line: Vector2 = Vector2(normal.y,-normal.x)
var speed_para: float = proje_normal.dot(perp_line)
print("speed perp: ", speed_perp)
print("speed para: ", speed_para)
# this is just to check my math
# should be aproximately 1 (there will be some bit depth precision errors)
print("speed hype: ", speed_para*speed_para + speed_perp*speed_perp)
var newDirection: Vector2 = Vector2(
(speed_perp * normal.x) + (speed_para * normal.y),
(speed_perp * normal.y) + (speed_para *-normal.x))
var projectile_velocity = area.get_parent().get_facing_direction()
print("projectile speed......................", projectile_velocity)
var shield_normal = global_transform.x.normalized()
print("Shield Normal: ", shield_normal)
#shield_normal.y = -shield_normal.y
# if abs(projectile_velocity.y)>abs(projectile_velocity.x):
# shield_normal = global_transform.y.normalized()
#shield_normal.y = -shield_normal.y
#shield_normal.x = -shield_normal.x
# var shield_perp = Vector2(shield_normal.y,-shield_normal.x)
# if area.has_method("bounce"):
# if projectile_velocity.dot(shield_perp) < 0:
# area.bounce(shield_normal)
if area.has_method("bounce"):
#if projectile_velocity.dot(shield_normal) < 0:
area.bounce(shield_normal)