This commit is contained in:
2026-01-31 23:24:13 +02:00
parent be0c819c8b
commit 12c1360ae7
58 changed files with 1902 additions and 238 deletions
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using System;
using Godot;
public partial class Enemy : PathFollow2D
{
[Export] public EnemyType Type;
[Export] public Health Health;
public event Action<Enemy> Died;
public override void _Ready()
{
Health.Death += _ => Died?.Invoke(this);
}
public void ResetEnemy()
{
GlobalPosition = Vector2.Zero;
Rotation = 0f;
Visible = true;
ProcessMode = ProcessModeEnum.Inherit;
Health.Reset();
// reset velocity, animation, AI, etc here
}
}
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using Godot;
public partial class EnemyArea : Area2D
{
[Export] public Enemy Enemy { get; set; }
}
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public partial class EnemyMovement : Node
{
[Export] private NavigationAgent2D _agent2D;
[Export] private CharacterBody2D _body2D;
[Export] private PathFollow2D _pathFollow2D;
[Export] private float _speed;
private double _time = 0;
public override void _PhysicsProcess(double delta)
public override void _EnterTree()
{
_time += delta;
if (_time > 0.2)
{
_time = 0;
_agent2D.SetTargetPosition(GameController.Instance.Player.GlobalPosition);
}
// _parent.Position = _agent2D.GetNextPathPosition();
var gpos = _agent2D.GetNextPathPosition();
var dir = (gpos - _body2D.GlobalPosition).Normalized();
// _body2D.SetVelocity(dir * _speed * (float)delta);
_body2D.GlobalPosition += dir * _speed * (float)delta;
_pathFollow2D.ProgressRatio = 0;
}
public override void _Process(double delta)
{
_pathFollow2D.ProgressRatio += (float)delta * (_speed / 1000f);
}
}
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using Godot;
using System.Collections.Generic;
public enum EnemyType
{
Stone,
Stump,
Liquid
}
public partial class EnemyPool : Node
{
[Export] private Godot.Collections.Dictionary<EnemyType, PackedScene> _scenes;
[Export] private int _poolSize = 10;
private readonly Dictionary<EnemyType, Queue<Enemy>> _pool = new();
public override void _Ready()
{
foreach (var kvp in _scenes)
{
var q = new Queue<Enemy>();
_pool[kvp.Key] = q;
for (int i = 0; i < _poolSize; i++)
q.Enqueue(CreateEnemy(kvp.Key));
}
}
private Enemy CreateEnemy(EnemyType type)
{
var e = _scenes[type].Instantiate<Enemy>();
e.Died += ReturnToPool;
return e;
}
public Enemy Get(EnemyType type)
{
if (!_pool.TryGetValue(type, out var q))
return null;
var e = q.Count > 0 ? q.Dequeue() : CreateEnemy(type);
e.ResetEnemy();
return e;
}
private void ReturnToPool(Enemy e)
{
e.GetParent()?.RemoveChild(e);
e.ProcessMode = ProcessModeEnum.Disabled;
_pool[e.Type].Enqueue(e);
}
public EnemyType GetRandomType()
{
var keys = new List<EnemyType>(_pool.Keys);
return keys[GD.RandRange(0, keys.Count - 1)];
}
}
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using Godot;
using System.Collections.Generic;
public partial class EnemySpawner : Node
{
[Export] private Node _pathParent;
[Export] private EnemyPool _pool;
private readonly List<Path2D> _paths = new();
public override void _Ready()
{
foreach (var c in _pathParent.GetChildren())
if (c is Path2D p)
_paths.Add(p);
for (int i = 0; i < 10; i++)
SpawnWithDelay(i * 0.33f);
}
private async void SpawnWithDelay(float t)
{
await ToSignal(GetTree().CreateTimer(t), SceneTreeTimer.SignalName.Timeout);
Spawn();
}
private void Spawn()
{
if (_paths.Count == 0) return;
var path = _paths[GD.RandRange(0, _paths.Count - 1)];
var type = _pool.GetRandomType();
var enemy = _pool.Get(type);
if (enemy == null) return;
path.AddChild(enemy);
}
}
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