enemy reloads each bullet, added servo sound

This commit is contained in:
derek
2025-04-22 14:48:48 -05:00
parent 3a58b2f49d
commit e7fd5bd4b3
13 changed files with 230 additions and 52 deletions

View File

@@ -3,10 +3,20 @@ class_name EnemyAttack
var heartbeat : float = 3.0
@export var mag_size = 5
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@onready var player = get_tree().current_scene.player
func _Enter():
var ammo
var shot_timer = 0.0
func Enter():
super()
update_waypoint()
ammo = mag_size
func update_waypoint():
enemy.nav_agent.set_target_position(player.global_position)
@@ -16,10 +26,24 @@ func Update(delta):
heartbeat -= delta
else:
update_waypoint()
#fire if player in view
if ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
ammo -= 1
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look.look_at(player.global_position)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
@@ -29,3 +53,36 @@ func Physics_Update(delta):
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)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
await get_tree().create_timer(.1).timeout # makes it too hard lol
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
func reload():
await get_tree().create_timer(reload_time).timeout
ammo = mag_size
func fire(barrel):
var instance_bullet = enemy.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = enemy.bullet_speed
instance_bullet.bullet_drop = enemy.bullet_drop
instance_bullet.random_spread_amt = enemy.random_spread_amt
instance_bullet.bullet_damage = enemy.bullet_damage
instance_bullet.fired_by = enemy
instance_bullet.target_type = enemy.enemy_type
get_tree().get_root().add_child(instance_bullet)
enemy.audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = enemy.casing.instantiate()
instance_casing.position = enemy.casing_ejector.global_position
instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
get_tree().get_root().add_child(instance_casing)

View File

@@ -1,6 +1,7 @@
extends EnemyState
class_name EnemyIdle
@export var idle_speed : float = 1.5
var move_direction : Vector3
var scan_direction : float
@@ -19,11 +20,12 @@ func randomize_wander():
wander_time = randf_range(1,3)
func randomize_turret_scan():
scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
scan_time = randf_range(5,10)
scan_direction = -scan_direction
func _Enter():
func Enter():
super()
randomize_wander()
scan_direction = TURRET_TURN_AMT
func Update(delta: float):
if wander_time > 0:
@@ -42,12 +44,12 @@ func Physics_Update(delta : float):
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.velocity = direction * idle_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_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta)
enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,enemy.spider_look_next.rotation.y + deg_to_rad(scan_direction),delta * enemy.turret_look_speed)
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")

57
scripts/EnemyReload.gd Normal file
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@@ -0,0 +1,57 @@
extends EnemyState
class_name EnemyReload
@export var reload_time : float = 7.0
@export var reload_sound : AudioStreamPlayer3D
@export var run_distance : float = 3
@onready var player = get_tree().current_scene.player
var heartbeat : float = 3.0
var remaining_bullets
func Enter():
super()
remaining_bullets = enemy.max_ammo
enemy.servo_audio.play()
func Exit():
super()
enemy.servo_audio.play()
func update_waypoint():
var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(direction * run_distance)
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
if remaining_bullets > 0:
if !reload_sound.is_playing() and !enemy.servo_audio.is_playing():
remaining_bullets -= 1
reload_sound.play()
else:
finished_reload()
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
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(player.global_position)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
func finished_reload():
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider() is Player:
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"idle")

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@@ -0,0 +1 @@
uid://dcnmjisrxf5iv

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@@ -7,6 +7,8 @@ var player
var last_enemy : bool = false
@export var start_health = 3
@export var SPEED = 3.0
@export var turret_look_speed = 6
@export var max_ammo = 5
@export var loot_amount = 2
@export var nav_agent : NavigationAgent3D
@@ -17,7 +19,6 @@ var last_enemy : bool = false
@export var bullet_drop = .1
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 6
@export var die_particles : Resource
@export var damage_number : Resource
@export_group("Taunts")
@@ -54,6 +55,7 @@ $body/leg4/foot4/foot4outline,
$body/leg4/leg4outline,
$body/bodyoutline]
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
var gravity = 9.8
@@ -86,45 +88,6 @@ func _ready():
func _process(delta):
move_and_slide()
func _on_prefire_timer_timeout():
fire(barrel_1)
smoke.emitting = true
await get_tree().create_timer(.01).timeout # makes it too hard lol
fire(barrel_2)
smoke_2.emitting = true
turret_material.emission_enabled = false
prefire_timer.stop()
postfire_timer.start()
func _on_postfire_timer_timeout():
if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
prefire_timer.start()
turret_material.emission_enabled = true
else:
postfire_timer.start()
func fire(barrel):
var instance_bullet = bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.fired_by = self
instance_bullet.target_type = enemy_type
get_tree().get_root().add_child(instance_bullet)
audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
instance_casing.player_velocity = velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned")