added enemy state machine with idle, stunned, and dead states

This commit is contained in:
derek
2025-04-21 16:41:16 -05:00
parent 423feb8fc3
commit ca81947325
20 changed files with 1289 additions and 539 deletions

50
scripts/EnemyIdle.gd Normal file
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extends EnemyState
class_name EnemyIdle
var move_direction : Vector3
var scan_direction : float
var wander_time : float
var scan_time : float
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 180.0
func randomize_wander():
var x = randf_range(-WANDER_AMT,WANDER_AMT)
var z = randf_range(-WANDER_AMT,WANDER_AMT)
move_direction = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_direction)
wander_time = randf_range(1,3)
func randomize_turret_scan():
scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
scan_time = randf_range(1,3)
func _Enter():
randomize_wander()
func Update(delta: float):
if wander_time > 0:
wander_time -= delta
else:
randomize_wander()
if scan_time > 0:
scan_time -= delta
else:
randomize_turret_scan()
func Physics_Update(delta : float):
if enemy:
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.spider_look_next.look_at(destination)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
enemy.turret.rotation.y = lerp(enemy.turret.rotation.y,deg_to_rad(scan_direction),delta)

1
scripts/EnemyIdle.gd.uid Normal file
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uid://eiw16yqbsj2s

24
scripts/EnemyStates.gd Normal file
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extends State
class_name EnemyState
@export var enemy : CharacterBody3D
@export var enemy_targets : Array[Area3D]
@export var move_speed : float = 3
func Enter():
if enemy_targets != null:
for target in enemy_targets:
target.body_part_hit.connect(take_damage)
func take_damage(dam,bullet_damage):
SignalBus.emit_signal("enemy_hit")
enemy.health -= dam * bullet_damage
enemy.health_bar_sprite.visible = true
enemy.health_bar_sprite.health_update()
var number_spawn = enemy.damage_number.instantiate()
number_spawn.damage_amt = bullet_damage * dam
number_spawn.position = enemy.global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)
if enemy.health <= 0:
Transitioned.emit(self,"die")

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@@ -0,0 +1 @@
uid://dhxolagi0b5s1

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@@ -2,28 +2,10 @@ extends Area3D
@export var damage : float = 1
var damage_number = preload("res://assets/damage_number.tscn")
signal body_part_hit(dam,bullet_damage)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func hit(bullet_damage):
emit_signal("body_part_hit", damage, bullet_damage)
SignalBus.emit_signal("enemy_hit")
var number_spawn = damage_number.instantiate()
number_spawn.damage_amt = bullet_damage * damage
number_spawn.position = global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)
func _on_body_entered(body: Node3D) -> void:
hit(body.bullet_damage)
SignalBus.emit_signal("enemy_hit")

16
scripts/State.gd Normal file
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extends Node
class_name State
signal Transitioned
func Enter():
pass
func Exit():
pass
func Update(_delta : float):
pass
func Physics_Update(_delta : float):
pass

1
scripts/State.gd.uid Normal file
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uid://bftaqmh54r3ib

39
scripts/StateMachine.gd Normal file
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extends Node
@export var initial_state : State
var current_state : State
var states : Dictionary = {}
func _ready() -> void:
for child in get_children():
if child is State:
states[child.name.to_lower()] = child
child.Transitioned.connect(on_child_transition)
if initial_state:
initial_state.Enter()
current_state = initial_state
func _process(delta: float) -> void:
if current_state:
current_state.Update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.Physics_Update(delta)
func on_child_transition(state,new_state_name):
if state != current_state:
return
var new_state = states.get(new_state_name.to_lower())
if !new_state:
return
if current_state:
current_state.Exit()
new_state.Enter()
current_state = new_state

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@@ -0,0 +1 @@
uid://csju024nerln6

60
scripts/enemy_die.gd Normal file
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extends EnemyState
const MAX_LV = 10
const MAX_AV = 10
func Enter():
drop_loot()
func die():
#remove from parent array
var particlespawn = enemy.die_particles.instantiate()
particlespawn.position = enemy.global_position
particlespawn.transform.basis = enemy.global_transform.basis
for particle in particlespawn.get_children():
if particle is RigidBody3D:
particle.linear_velocity += random_av_lv()["linear_velocity"]
particle.angular_velocity += random_av_lv()["angular_velocity"]
get_tree().get_root().add_child(particlespawn)
if GameGlobals.last_hit_path == str(get_path()):
GameGlobals.last_hit_path = null
SignalBus.emit_signal("enemy_killed")
enemy.queue_free()
func drop_loot():
var number_of_drops = enemy.loot_amount
#pickup drop
while number_of_drops > 0:
var pickup_spawn = enemy.level_control.ITEM_PICKUP.instantiate()
var item_stats = enemy.level_control.pickup_spawn(false)
##SET VARIABLES
pickup_spawn.pickup_type = item_stats["pickup_type"]
pickup_spawn.ammo_type = item_stats["ammo_type"]
pickup_spawn.value = item_stats["value"]
# Random Item Drop
pickup_spawn.position = enemy.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
pickup_spawn.transform.basis = enemy.global_transform.basis
pickup_spawn.linear_velocity += enemy.global_transform.basis * random_av_lv()["linear_velocity"]
pickup_spawn.angular_velocity += enemy.global_transform.basis * random_av_lv()["angular_velocity"]
await get_tree().create_timer(.05).timeout
get_tree().get_root().add_child(pickup_spawn)
number_of_drops -= 1
await number_of_drops <= 0
die()
func random_av_lv():
var lv_x = randf_range(-MAX_LV,MAX_LV)
var lv_y = randf_range(-MAX_LV,MAX_LV)
var lv_z = randf_range(-MAX_LV,MAX_LV)
var av_x = randf_range(-MAX_AV,MAX_AV)
var av_y = randf_range(-MAX_AV,MAX_AV)
var av_z = randf_range(-MAX_AV,MAX_AV)
return {"linear_velocity":Vector3(lv_x,lv_y,lv_z),"angular_velocity":Vector3(av_x,av_y,av_z)}

1
scripts/enemy_die.gd.uid Normal file
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uid://bgxdpmc0ra6ic

12
scripts/enemy_stunned.gd Normal file
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extends EnemyState
class_name EnemyStunned
@export var stunned_stars : Node
func _Enter():
if stunned_stars:
stunned_stars.visible = true
func _Exit():
if stunned_stars:
stunned_stars.visible = false

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uid://cldu3lpegcuie

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@@ -270,7 +270,7 @@ func _physics_process(delta):
crouch_audio.play()
velocity += direction * 20
else:
velocity.y -= 15
velocity.y -= 25
#walking
if is_on_floor() and !is_climbing:

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@@ -26,39 +26,7 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if GameGlobals.game_loaded:
if enemies.size() > 0:
#calculate move position for each child
for i in enemies:
if i.player_in_view == true:
#by number of minions determine the amount they should rotate around the player to be evenly distributed
number_enemies = enemies.size()
#return current array index
var enemy_rot_amount = enemies.find(i) * deg_to_rad(360 / number_enemies)
var player_pos = i.player.global_transform.origin
var enemy_pos = player_pos + Vector3(4,0,0)
var nav_pos : Vector3
nav_pos.x = player_pos.x + (enemy_pos.x-player_pos.x)*cos(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*sin(enemy_rot_amount)
nav_pos.z = player_pos.z + (enemy_pos.x-player_pos.x)*sin(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*cos(enemy_rot_amount)
i.nav_agent.set_target_position(nav_pos)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
elif i.player_in_view != true and i.player_last_seen != null:
i.nav_agent.set_target_position(i.player_last_seen)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
# loot on last enemy
if enemies.size() == 1:
for i in enemies:
i.loot_amount = number_of_drops #assign loot to the last enemy drop from this section
i.last_enemy = true
else:
enemy_in_room_killed()
pass
func assign_elements():
for i in self.get_children():

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@@ -5,12 +5,10 @@ signal last_enemy_dead()
var player
var last_enemy : bool = false
@export var start_health = 3
@export var SPEED = 3.0
@export var loot_amount = 2
const MAX_LV = 10
const MAX_AV = 10
@export var nav_agent : NavigationAgent3D
@export_enum("Enemy", "Trap") var enemy_type: int
@export var bullet : Resource
@@ -20,17 +18,13 @@ const MAX_AV = 10
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 6
@export var stamina : Resource
@export var ammo : Resource
@export var money : Resource
@export var health_pickup : Resource
@export var die_particles : Resource
@export var damage_number : Resource
@export_group("Taunts")
@export var taunts : Array[String] = []
@onready var level_control = get_tree().current_scene
@onready var nav_agent = $NavigationAgent3D
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@onready var barrel_2 = $TurretLook/Turret/Barrel2
@@ -90,52 +84,7 @@ func _ready():
func _process(delta):
# Navigation
if !knocked:
if hive_velocity:
velocity = hive_velocity
if !stunned:
stunned_stars.visible = false
#Sightline
if turret_look_next.get_collider() != null:
if turret_look_next.get_collider().is_in_group("player"):
player_in_view = true
player_last_seen = turret_look_next.get_collider().global_position
if player != null:
spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
else:
body.rotation.y = lerp(body.rotation.y, body.rotation.y + 10, delta * .1)
turret_look.rotation.y = lerp(turret_look.rotation.y,turret_look.rotation.y - 10,delta * .5)
stunned_stars.visible = true
#apply gravity
if !is_on_floor():
velocity.y -= gravity * delta
move_and_slide()
if dying:
turret.global_rotation.y += 200 * delta
#fire(barrel_1)
#fire(barrel_2)
if can_die:
die()
func _on_area_3d_body_part_hit(dam,bullet_damage):
health_bar_sprite.visible = true
health_bar_sprite.health_update()
if !dying:
health -= dam * bullet_damage
if health <= 0:
dying_throws()
func _on_prefire_timer_timeout():
fire(barrel_1)
@@ -187,58 +136,6 @@ func spawn_casing():
instance_casing.player_velocity = velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func dying_throws():
dying = true
drop_loot(loot_amount)
func die():
#remove from parent array
get_parent().enemies.erase(self)
level_control.enemy_count()
particlespawn = die_particles.instantiate()
particlespawn.position = self.global_position
particlespawn.transform.basis = self.global_transform.basis
get_tree().get_root().add_child(particlespawn)
drop_loot(loot_amount)
if GameGlobals.last_hit_path == str(get_path()):
GameGlobals.last_hit_path = null
SignalBus.emit_signal("enemy_killed")
queue_free()
func drop_loot(number_of_drops):
#pickup drop
while number_of_drops > 0:
var pickup_spawn = level_control.ITEM_PICKUP.instantiate()
var item_stats = level_control.pickup_spawn(false)
##SET VARIABLES
pickup_spawn.pickup_type = item_stats["pickup_type"]
pickup_spawn.ammo_type = item_stats["ammo_type"]
pickup_spawn.value = item_stats["value"]
var lv_x = randf_range(-MAX_LV,MAX_LV)
var lv_y = randf_range(0,MAX_LV)
var lv_z = randf_range(-MAX_LV,MAX_LV)
var av_x = randf_range(-MAX_AV,MAX_AV)
var av_y = randf_range(-MAX_AV,MAX_AV)
var av_z = randf_range(-MAX_AV,MAX_AV)
# Random Item Drop
pickup_spawn.position = self.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
pickup_spawn.transform.basis = self.global_transform.basis
pickup_spawn.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
pickup_spawn.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
await get_tree().create_timer(.05).timeout
get_tree().get_root().add_child(pickup_spawn)
number_of_drops -= 1
if number_of_drops <= 0:
can_die = true
func save():
var save_dict = {