feat: added simple enemy with chase behaviour
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parent
4f564a4f4c
commit
19ba4047ca
46
godot/Enemies/enemy.tscn
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46
godot/Enemies/enemy.tscn
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@ -0,0 +1,46 @@
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[gd_scene load_steps=6 format=3 uid="uid://deb8qiasxsobt"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_tnc8b"]
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radius = 7.23
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[sub_resource type="SphereShape3D" id="SphereShape3D_1inhn"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_y3cyo"]
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albedo_color = Color(0.0666667, 0.223529, 0.254902, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_y311e"]
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material = SubResource("StandardMaterial3D_y3cyo")
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size = Vector3(0.77, 0.59, 0.805)
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[sub_resource type="BoxMesh" id="BoxMesh_bc6co"]
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material = SubResource("StandardMaterial3D_y3cyo")
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size = Vector3(0.475, 0.495, 0.47)
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[node name="Enemy" type="Enemy"]
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collision_layer = 7
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[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
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path_desired_distance = 2.25
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[node name="VisionArea" type="Area3D" parent="."]
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collision_layer = 0
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collision_mask = 2
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[node name="CollisionShape3D" type="CollisionShape3D" parent="VisionArea"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.32109, 0)
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shape = SubResource("SphereShape3D_tnc8b")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.495191, 0)
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shape = SubResource("SphereShape3D_1inhn")
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[node name="Health" type="Health" parent="."]
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max_health = 10
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.445159, -0.0811542)
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mesh = SubResource("BoxMesh_y311e")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.430494, 0.458904)
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mesh = SubResource("BoxMesh_bc6co")
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=3 uid="uid://cqkbxe758jr7p"]
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[sub_resource type="Curve" id="Curve_bxjan"]
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_data = [Vector2(0, 0), 0.0, 0.0628674, 0, 0, Vector2(0.51626, 0.549451), 2.7033, 2.7033, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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_data = [Vector2(0, 0), 0.0, 3.33407, 0, 0, Vector2(0.430894, 0.692308), 0.730621, 0.730621, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="SphereMesh" id="SphereMesh_jkn5p"]
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@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://dpda341t6ipiv"]
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[gd_scene load_steps=6 format=3 uid="uid://dpda341t6ipiv"]
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[sub_resource type="Curve" id="Curve_7rmf4"]
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min_value = 0.2
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@ -12,11 +12,18 @@ height = 1.59321
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_rwcvu"]
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height = 1.605
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_scmx3"]
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albedo_color = Color(0.94902, 0.909804, 0, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_f5yvh"]
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size = Vector3(0.125, 0.14, 0.94)
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[node name="PlayerCharacter" type="PlayerCharacter"]
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rotation_speed_curve = SubResource("Curve_7rmf4")
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collision_layer = 7
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[node name="Health" type="Health" parent="."]
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max_health = 5
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.802835, 0)
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@ -27,7 +34,9 @@ shape = SubResource("CapsuleShape3D_3g72p")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.8121, 0)
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mesh = SubResource("CapsuleMesh_rwcvu")
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surface_material_override/0 = SubResource("StandardMaterial3D_scmx3")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.509142, 0.986876, 0.380722)
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mesh = SubResource("BoxMesh_f5yvh")
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surface_material_override/0 = SubResource("StandardMaterial3D_scmx3")
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@ -37,3 +37,9 @@ move_backward={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
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]
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}
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[layer_names]
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3d_physics/layer_1="Default"
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3d_physics/layer_2="Vision"
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3d_physics/layer_3="Hitboxes"
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@ -1,6 +1,7 @@
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[gd_scene load_steps=9 format=3 uid="uid://m36guasmi3c1"]
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[gd_scene load_steps=11 format=3 uid="uid://m36guasmi3c1"]
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[ext_resource type="PackedScene" uid="uid://cqkbxe758jr7p" path="res://player.tscn" id="1_hv5rj"]
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[ext_resource type="PackedScene" uid="uid://deb8qiasxsobt" path="res://Enemies/enemy.tscn" id="2_10wh5"]
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[sub_resource type="GameState" id="GameState_k4j3x"]
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@ -17,6 +18,10 @@ sky_material = SubResource("ProceduralSkyMaterial_s4k5k")
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background_mode = 2
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sky = SubResource("Sky_oquga")
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[sub_resource type="NavigationMesh" id="NavigationMesh_gx4lq"]
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vertices = PackedVector3Array(-9.5, 0.625, -9.5, -9.5, 0.625, 9.5, 9.5, 0.625, 9.5, 9.5, 0.625, -9.5)
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polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
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[sub_resource type="BoxMesh" id="BoxMesh_5glbk"]
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size = Vector3(20, 0.25, 20)
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@ -29,14 +34,20 @@ game_mode_prototype = SubResource("TunnelsGameMode_itn7y")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_mt2l0")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="WorldEnvironment"]
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="WorldEnvironment"]
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navigation_mesh = SubResource("NavigationMesh_gx4lq")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="WorldEnvironment/NavigationRegion3D"]
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mesh = SubResource("BoxMesh_5glbk")
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skeleton = NodePath("../..")
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skeleton = NodePath("../../..")
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[node name="StaticBody3D" type="StaticBody3D" parent="WorldEnvironment"]
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[node name="StaticBody3D" type="StaticBody3D" parent="WorldEnvironment/NavigationRegion3D/MeshInstance3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldEnvironment/StaticBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldEnvironment/NavigationRegion3D/MeshInstance3D/StaticBody3D"]
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shape = SubResource("BoxShape3D_kacqg")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="WorldEnvironment"]
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transform = Transform3D(0.581243, 0.357328, -0.731077, 0, 0.898426, 0.439124, 0.81373, -0.255238, 0.522204, 0, 2.44259, 0)
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[node name="Enemy" parent="." instance=ExtResource("2_10wh5")]
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transform = Transform3D(-0.925514, 0, -0.378713, 0, 1, 0, 0.378713, 0, -0.925514, -3.91746, 0.125, 5.6328)
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69
src/enemy.cpp
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69
src/enemy.cpp
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#include "enemy.hpp"
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#include "godot_cpp/classes/time.hpp"
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#include "godot_cpp/variant/utility_functions.hpp"
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#include "health.hpp"
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#include "player_character.hpp"
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#include "utils/godot_macros.h"
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#include <godot_cpp/classes/navigation_agent3d.hpp>
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namespace godot {
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void Enemy::_bind_methods() {
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#define CLASSNAME Enemy
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GDFUNCTION_ARGS(body_entered_vision_area, "body");
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}
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void Enemy::_ready() { GDGAMEONLY();
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this->health = this->get_node<Health>("Health");
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this->nav_agent = this->get_node<NavigationAgent3D>("NavigationAgent3D");
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this->vision_area = this->get_node<Area3D>("VisionArea");
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this->vision_area->connect("body_entered", Callable(this, "body_entered_vision_area"));
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this->update_navigation_target();
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}
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void Enemy::_process(double delta_time) { GDGAMEONLY();
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if(this->renav_time > Time::get_singleton()->get_ticks_msec() / 1000.f) {
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this->update_navigation_target();
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}
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this->process_navigation(delta_time);
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this->move_and_slide();
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}
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void Enemy::process_navigation(double delta_time) {
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if(this->nav_agent->is_navigation_finished()) {
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return;
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}
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Vector3 const desired_direction = (this->nav_agent->get_next_path_position() - this->get_global_position()).normalized();
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this->set_velocity(desired_direction);
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Transform3D trans = this->get_global_transform();
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Vector3 const forward = desired_direction;
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trans.set_basis(Basis{desired_direction.cross(Vector3{0.f, 1.f, 0.f}), Vector3{0.f, 1.f, 0.f}, forward});
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this->set_global_transform(trans);
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}
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void Enemy::body_entered_vision_area(Node3D *body) {
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PlayerCharacter *player = Object::cast_to<PlayerCharacter>(body);
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if(player == nullptr)
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return;
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// TODO: replace this with some condition deciding wether to attack the new character or the current target
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this->target_player = player;
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this->update_navigation_target();
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}
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void Enemy::update_navigation_target() {
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this->renav_time = float(Time::get_singleton()->get_ticks_msec()) / 1000.f + Enemy::RENAV_INTERVAL;
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if(this->target_player == nullptr)
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this->nav_agent->set_target_position(this->get_global_position());
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else
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this->nav_agent->set_target_position(this->target_player->get_global_position());
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}
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Health *Enemy::get_health() {
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return this->health;
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}
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Health const *Enemy::get_health() const {
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return this->health;
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}
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float const Enemy::RENAV_INTERVAL{0.25f};
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}
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40
src/enemy.hpp
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40
src/enemy.hpp
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#ifndef ENEMY_HPP
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#define ENEMY_HPP
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#include "godot_cpp/classes/area3d.hpp"
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#include "health.hpp"
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#include <godot_cpp/classes/character_body3d.hpp>
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namespace godot {
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class PlayerCharacter;
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class NavigationAgent3D;
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class Enemy : public CharacterBody3D,
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public IHealthEntity {
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GDCLASS(Enemy, CharacterBody3D);
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static void _bind_methods();
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public:
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virtual void _ready() override;
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virtual void _process(double delta_time) override;
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void process_navigation(double delta_time);
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void body_entered_vision_area(Node3D *body);
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void update_navigation_target();
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virtual Health *get_health() override;
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virtual Health const *get_health() const override;
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private:
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float renav_time{0.f};
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PlayerCharacter *target_player{nullptr};
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Health *health{nullptr};
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NavigationAgent3D *nav_agent{nullptr};
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Area3D *vision_area{nullptr};
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static float const RENAV_INTERVAL;
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};
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}
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#endif // !ENEMY_HPP
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@ -9,6 +9,7 @@
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#include "utils/level.hpp"
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#include "utils/player_input.hpp"
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#include "utils/spawn_point.hpp"
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#include "enemy.hpp"
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#include "health.hpp"
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#include "player_character.hpp"
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#include "tunnels_game_mode.hpp"
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@ -22,16 +23,18 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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return;
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}
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ClassDB::register_abstract_class<GameRoot>();
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ClassDB::register_class<GameRoot3D>();
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ClassDB::register_class<SpawnPoint3D>();
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ClassDB::register_class<PlayerInput>();
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ClassDB::register_class<GameMode>();
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ClassDB::register_class<GameRoot3D>();
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ClassDB::register_class<GameState>();
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ClassDB::register_class<Level3D>();
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ClassDB::register_class<PlayerInput>();
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ClassDB::register_class<SpawnPoint3D>();
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ClassDB::register_class<Enemy>();
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ClassDB::register_class<Health>();
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ClassDB::register_class<PlayerCharacter>();
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ClassDB::register_class<TunnelsGameMode>();
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ClassDB::register_class<TunnelsPlayer>();
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ClassDB::register_class<PlayerCharacter>();
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ClassDB::register_class<Health>();
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}
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extern "C"
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@ -68,7 +68,7 @@ void TunnelsPlayer::process_mouse_location(double delta_time) {
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void TunnelsPlayer::process_camera_rotation(double delta_time) {
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Vector3 rotation = this->get_global_rotation();
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float const y_multiplier = std::max(0.4f, this->mouse_location.y); // the influence of the mouse's y position on the rotation speed
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float const y_multiplier = std::max(TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE, this->mouse_location.y); // the influence of the mouse's y position on the rotation speed
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// rotate the camera when the mouse is close to the edge of the screen
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if(this->mouse_location.x < TunnelsPlayer::ROTATION_MARGIN) {
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// normalized measurement of how far into the rotation margin the mouse is
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@ -156,6 +156,7 @@ Ref<Curve> TunnelsPlayer::get_camera_rotation_ramp() const {
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return this->camera_rotation_ramp;
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}
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float const TunnelsPlayer::ROTATION_SPEED{4.f};
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float const TunnelsPlayer::ROTATION_MARGIN{0.35f};
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float const TunnelsPlayer::ROTATION_SPEED{6.f};
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float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f};
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float const TunnelsPlayer::ROTATION_MARGIN{0.4f};
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}
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@ -53,7 +53,9 @@ private:
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Camera3D *camera{nullptr};
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Ref<Curve> camera_rotation_ramp{};
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static float const ROTATION_SPEED;
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static float const ROTATION_Y_MIN_INFLUENCE;
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static float const ROTATION_MARGIN;
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};
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}
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