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

View File

@@ -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():