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

@@ -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 = {