enemy+wraparound #2

Merged
andreyratz merged 1 commits from enemy+wraparound into main 2026-02-16 23:49:25 -08:00
14 changed files with 261 additions and 4 deletions

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block/Scenes/Enemy1.tscn Normal file
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[node name="Enemy1" type="CharacterBody2D" unique_id=1765361359]
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=93765061]
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scale = Vector2(0.3, 0.3)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1856443411]
scale = Vector2(6, 6)
shape = SubResource("CapsuleShape2D_g6sln")
[node name="DirectionTimer" type="Timer" parent="." unique_id=509704860]
autostart = true
[connection signal="timeout" from="DirectionTimer" to="." method="_on_timer_timeout"]

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block/Scenes/MapTest.tscn Normal file
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[gd_scene format=3 uid="uid://d3m22yqoyvo4t"]
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[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="2_pddb8"]
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79
block/Scenes/enemy_1.gd Normal file
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extends CharacterBody2D
class_name Enemy1
enum States
{
IDLE,
ROAM,
CHASE,
ATTACK,
TAKING_DAMMAGE,
DEAD
}
const max_distance = 750
const SPEED = 300.0
var is_enemy_chase: bool
var health = 100
var health_max = 100
var health_min = 0
var attack_dammage = 10
var dir: Vector2
var knockback = 200
var current_state = States.IDLE
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
func _on_timer_timeout() -> void:
$DirectionTimer.wait_time = chose([1,2,3])
if current_state !=States.CHASE:
dir = chose([Vector2.RIGHT, Vector2.LEFT])
func chose(array):
array.shuffle()
return array.front()
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)
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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[node name="Player" type="CharacterBody2D" unique_id=1419412180 groups=["player"]]
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[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
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]
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@@ -15,6 +15,10 @@ run/main_scene="uid://du7hapc7kscm6"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[global_group]
player="Making this for an easy reference to the player in the enemies code"
[input]
move_up={