Demo: Refactoring, docstrings and tweaks
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@ -4,7 +4,7 @@
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[ext_resource type="Texture2D" uid="uid://ce16nc0wy2s8" path="res://demo/assets/agent_charger.png" id="2_y7pic"]
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[ext_resource type="BehaviorTree" uid="uid://ylife72ym5et" path="res://demo/ai/trees/02_agent_charger.tres" id="3_nacc3"]
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[sub_resource type="BlackboardPlan" id="BlackboardPlan_b4r3u"]
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[sub_resource type="BlackboardPlan" id="BlackboardPlan_pmyhf"]
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var/speed/name = "speed"
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var/speed/type = 3
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var/speed/value = 400.0
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@ -12,7 +12,7 @@ var/speed/hint = 1
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var/speed/hint_string = "10,1000,10"
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var/charge_speed/name = "charge_speed"
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var/charge_speed/type = 3
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var/charge_speed/value = 800.0
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var/charge_speed/value = 1000.0
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var/charge_speed/hint = 1
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var/charge_speed/hint_string = "10,1000,10"
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@ -38,4 +38,4 @@ texture = ExtResource("2_y7pic")
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[node name="BTPlayer" type="BTPlayer" parent="." index="4"]
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behavior_tree = ExtResource("3_nacc3")
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blackboard_plan = SubResource("BlackboardPlan_b4r3u")
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blackboard_plan = SubResource("BlackboardPlan_pmyhf")
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@ -4,12 +4,17 @@
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[ext_resource type="Texture2D" uid="uid://bo0ibp7tvjbba" path="res://demo/assets/agent_combo.png" id="2_4rqld"]
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[ext_resource type="BehaviorTree" uid="uid://cpncl1db8j12f" path="res://demo/ai/trees/06_agent_melee_combo.tres" id="3_l805q"]
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[sub_resource type="BlackboardPlan" id="BlackboardPlan_78rmu"]
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[sub_resource type="BlackboardPlan" id="BlackboardPlan_67ric"]
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var/speed/name = "speed"
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var/speed/type = 3
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var/speed/value = 400.0
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var/speed/hint = 1
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var/speed/hint_string = "10,1000,10"
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var/charge_speed/name = "charge_speed"
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var/charge_speed/type = 3
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var/charge_speed/value = 1000.0
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var/charge_speed/hint = 0
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var/charge_speed/hint_string = ""
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[node name="AgentMeleeCombo" instance=ExtResource("1_dny3b")]
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@ -31,11 +36,9 @@ texture = ExtResource("2_4rqld")
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[node name="HandR" parent="Root/Rig/Body" index="2"]
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texture = ExtResource("2_4rqld")
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[node name="WeaponNinjaStar" parent="Root" index="2"]
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position = Vector2(-55, -76)
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rotation = 0.0
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[node name="WeaponNinjaStar" parent="Root" index="1"]
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scale = Vector2(0.999983, 0.999976)
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[node name="BTPlayer" type="BTPlayer" parent="." index="4"]
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behavior_tree = ExtResource("3_l805q")
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blackboard_plan = SubResource("BlackboardPlan_78rmu")
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blackboard_plan = SubResource("BlackboardPlan_67ric")
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@ -10,9 +10,12 @@
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#*
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extends CharacterBody2D
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## Base agent script.
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## Base agent script that is shared by all agents.
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# Resource file to use in summon_minion() method.
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const MINION_RESOURCE := "res://demo/agents/03_agent_imp.tscn"
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# Projectile resource.
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const NinjaStar := preload("res://demo/agents/ninja_star/ninja_star.tscn")
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const Fireball := preload("res://demo/agents/fireball/fireball.tscn")
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@ -22,21 +25,21 @@ const Fireball := preload("res://demo/agents/fireball/fireball.tscn")
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@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
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@onready var summoning_effect: GPUParticles2D = $FX/Summoned
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var _frames_since_facing_update: int = 0
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var _is_dead: bool = false
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func _ready() -> void:
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health.damaged.connect(_damaged)
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health.death.connect(die)
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## Update agent's facing in the velocity direction.
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func update_facing() -> void:
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_frames_since_facing_update += 1
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if _frames_since_facing_update > 3:
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face_dir(velocity.x)
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## Face specified direction.
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func face_dir(dir: float) -> void:
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if dir > 0.0 and root.scale.x < 0.0:
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root.scale.x = 1.0;
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@ -72,6 +75,7 @@ func summon_minion(p_position: Vector2) -> void:
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minion.play_summoning_effect()
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## Method is used when this agent is summoned from the dungeons of the castle AaaAaaAAAAAaaAAaaaaaa
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func play_summoning_effect() -> void:
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summoning_effect.emitting = true
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@ -86,6 +90,7 @@ func is_good_position(p_position: Vector2) -> bool:
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return collision.is_empty()
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## When agent is damaged...
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func _damaged(_amount: float, knockback: Vector2) -> void:
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apply_knockback(knockback)
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animation_player.play(&"hurt")
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@ -102,6 +107,7 @@ func _damaged(_amount: float, knockback: Vector2) -> void:
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hsm.set_active(true)
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## Push agent in the knockback direction for the specified number of physics frames.
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func apply_knockback(knockback: Vector2, frames: int = 10) -> void:
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if knockback.is_zero_approx():
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return
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@ -12,10 +12,13 @@ class_name Health
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extends Node
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## Tracks health and emits signal when damaged or dead.
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## Emitted when health is reduced to 0.
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signal death
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## Emitted when health is damaged.
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signal damaged(amount: float, knockback: Vector2)
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## Initial health value.
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@export var max_health: float = 10.0
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var _current: float
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@ -38,5 +41,6 @@ func take_damage(amount: float, knockback: Vector2) -> void:
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damaged.emit(amount, knockback)
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## Returns current health.
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func get_current() -> float:
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return _current
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@ -12,10 +12,16 @@ class_name Hitbox
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extends Area2D
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## Area that deals damage.
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## Damage value to apply.
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@export var damage: float = 1.0
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## Push back the victim.
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@export var knockback_enabled: bool = false
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## Desired pushback speed.
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@export var knockback_strength: float = 500.0
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func _ready() -> void:
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area_entered.connect(_area_entered)
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@ -12,7 +12,6 @@ class_name Hurtbox
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extends Area2D
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## Area that registers damage.
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@export var health: Health
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var last_attack_vector: Vector2
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@ -10,11 +10,17 @@
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#*
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@tool
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extends BTAction
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## Arrive to a position, with a bias to horizontal movement.
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## ArrivePos: Arrive to a position, with a bias to horizontal movement.
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## Returns SUCCESS when close to the target position (see tolerance);
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## otherwise returns RUNNING.
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## Blackboard variable that stores the target position (Vector2)
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@export var target_position_var := "pos"
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## Variable that stores desired speed (float)
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@export var speed_var := "speed"
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## How close should the agent be to the target position to return SUCCESS.
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@export var tolerance := 50.0
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@ -30,10 +36,13 @@ func _tick(_delta: float) -> Status:
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var speed: float = blackboard.get_var(speed_var, 10.0)
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var dist: float = absf(agent.global_position.x - target_pos.x)
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var dir: Vector2 = agent.global_position.direction_to(target_pos)
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# Prefer horizontal movement:
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var vertical_factor: float = remap(dist, 200.0, 500.0, 1.0, 0.0)
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vertical_factor = clampf(vertical_factor, 0.0, 1.0)
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var dir: Vector2 = agent.global_position.direction_to(target_pos)
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dir.y *= vertical_factor
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var desired_velocity: Vector2 = dir.normalized() * speed
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agent.velocity = lerp(agent.velocity, desired_velocity, 0.2)
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agent.move_and_slide()
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@ -13,14 +13,19 @@ extends BTAction
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## BackAway
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## Returns RUNNING always.
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## Blackboard variable that stores desired speed.
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@export var speed_var: String = "speed"
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## How much can we deviate from the "away" direction (in radians).
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@export var max_angle_deviation: float = 0.7
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var _dir: Vector2
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var _desired_velocity: Vector2
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# Called each time this task is entered.
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func _enter() -> void:
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# Determine "away" direction and desired velocity
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_dir = Vector2.LEFT * agent.get_facing()
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var speed: float = blackboard.get_var(speed_var, 200.0)
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var rand_angle = randf_range(-max_angle_deviation, max_angle_deviation)
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#*
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@tool
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extends BTAction
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## FaceTarget
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## FaceTarget and return SUCCESS.
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## Returns FAILURE if target is not a valid Node2D instance.
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## Blackboard variable that stores our target (expecting Node2D).
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@export var target_var: String = "target"
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# Display a customized name (requires @tool).
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#*
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@tool
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extends BTAction
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## Get first node in group and save it to the blackboard.
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## Returns FAILURE if group contains 0 nodes.
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## Name of the SceneTree group.
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@export var group: StringName
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## Blackboard variable in which the task will store the acquired node.
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@export var output_var: String = "target"
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]
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func _tick(_delta: float) -> Status:
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var node = agent.get_tree().get_first_node_in_group(group)
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blackboard.set_var(output_var, node)
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var nodes: Array[Node] = agent.get_tree().get_nodes_in_group(group)
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if nodes.size() == 0:
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return FAILURE
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blackboard.set_var(output_var, nodes[0])
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return SUCCESS
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@ -16,8 +16,13 @@ extends BTCondition
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## Returns SUCCESS if the agent is within the defined range;
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## otherwise, returns FAILURE.
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## Minimum distance to target.
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@export var distance_min: float
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## Maximum distance to target.
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@export var distance_max: float
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## Blackboard variable that holds the target (expecting Node2D).
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@export var target_var := "target"
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var _min_distance_squared: float
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# Called to initialize the task.
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func _setup() -> void:
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## Small performace optimization
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_min_distance_squared = distance_min * distance_min
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_max_distance_squared = distance_max * distance_max
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#*
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#* leap_forward.gd
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#* move_forward.gd
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#* =============================================================================
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#* Copyright 2021-2024 Serhii Snitsaruk
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#*
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#*
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@tool
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extends BTAction
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## LeapForward: Applies force each tick until duration is exceeded.
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## MoveForward: Applies velocity each tick until duration is exceeded.
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## Returns SUCCESS if elapsed time exceeded duration.
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## Returns RUNNING if elapsed time didn't exceed duration.
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## Blackboard variable that stores desired speed.
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@export var speed_var: String = "speed"
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@export var force: float = 1000.0
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## How long to perform this task (in seconds).
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@export var duration: float = 0.1
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# Display a customized name (requires @tool).
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func _generate_name() -> String:
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return "LeapForward force: " + str(force)
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return "MoveForward speed: %s duration: %ss" % [
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LimboUtility.decorate_var(speed_var),
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duration]
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# Called each time this task is ticked (aka executed).
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func _tick(_delta: float) -> Status:
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var facing: float = agent.get_facing()
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var desired_velocity: Vector2 = Vector2.RIGHT * facing * force
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var speed: float = blackboard.get_var(speed_var, 100.0)
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var desired_velocity: Vector2 = Vector2.RIGHT * facing * speed
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agent.velocity = lerp(agent.velocity, desired_velocity, 0.2)
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agent.move_and_slide()
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agent.update_facing()
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## Returns SUCCESS, when at the desired position from target (flanking it).
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## Returns FAILURE, if target is not a valid Node2D instance.
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## How close should the agent be to the desired position to return SUCCESS.
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const TOLERANCE := 30.0
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## Blackboard variable that stores our target (expecting Node2D).
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@export var target_var: String = "target"
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## Blackboard variable that stores desired speed.
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@export var speed_var: String = "speed"
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## Desired distance from target.
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@export var approach_distance: float = 100.0
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#var _side: float
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var _waypoint: Vector2
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# Display a customized name (requires @tool).
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func _generate_name() -> String:
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return "Pursue %s" % [LimboUtility.decorate_var(target_var)]
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# Called each time this task is entered.
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func _enter() -> void:
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var target: Node2D = blackboard.get_var(target_var, null)
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if is_instance_valid(target):
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# Movement is performed in smaller steps.
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# For each step, we select a new waypoint.
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_select_new_waypoint(_get_desired_position(target))
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if agent.global_position.distance_to(desired_pos) < TOLERANCE:
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return SUCCESS
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var speed: float = blackboard.get_var(speed_var, 200.0)
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if agent.global_position.distance_to(_waypoint) < TOLERANCE:
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_select_new_waypoint(desired_pos)
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var speed: float = blackboard.get_var(speed_var, 200.0)
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var desired_velocity: Vector2 = agent.global_position.direction_to(_waypoint) * speed
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agent.velocity = lerp(agent.velocity, desired_velocity, 0.2)
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agent.move_and_slide()
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return RUNNING
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## Get closest flanking position to target.
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## Get the closest flanking position to target.
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func _get_desired_position(target: Node2D) -> Vector2:
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var side: float = signf(agent.global_position.x - target.global_position.x)
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var desired_pos: Vector2 = target.global_position
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@ -23,9 +23,7 @@ enum AgentSide {
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## Blackboard variable that holds current target (should be a Node2D instance).
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@export var target_var: String = "target"
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## Should closest side be selected?
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@export var closest_side: bool = false
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## Which agent's side should we flank?
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@export var flank_side: AgentSide = AgentSide.CLOSEST
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## Minimum range relative to the target.
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## Blackboard variable that will be used to store selected position.
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@export var position_var: String = "pos"
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# Display a customized name (requires @tool).
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func _generate_name() -> String:
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return "SelectFlankingPos target: %s range: [%s, %s] side: %s ➜%s" % [
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@ -46,17 +45,18 @@ func _generate_name() -> String:
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AgentSide.keys()[flank_side],
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LimboUtility.decorate_var(position_var)]
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# Called each time this task is ticked (aka executed).
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func _tick(_delta: float) -> Status:
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var target := blackboard.get_var(target_var) as Node2D
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if not is_instance_valid(target):
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return FAILURE
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var dir: float
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var dir: float # 1.0 is right, -1.0 is left (relative to target)
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match flank_side:
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AgentSide.FARTHEST:
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dir = signf(target.global_position.x - agent.global_position.x)
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AgentSide.CLOSEST:
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AgentSide.CLOSEST :
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dir = -signf(target.global_position.x - agent.global_position.x)
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AgentSide.BACK:
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dir = -target.get_facing()
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@ -3,23 +3,29 @@ extends BTAction
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## SelectRandomNearbyPos: Select a position nearby within specified range.
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## Returns SUCCESS.
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## Maximum distance to the desired position.
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## Minimum distance to the desired position.
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@export var range_min: float = 300.0
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## Maximum distance to the desired position.
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@export var range_max: float = 500.0
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## Blackboard variable that will be used to store the desired position.
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@export var position_var: String = "pos"
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# Display a customized name (requires @tool).
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func _generate_name() -> String:
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return "SelectRandomNearbyPos range: [%s, %s] ➜%s" % [
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range_min, range_max,
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LimboUtility.decorate_var(position_var)]
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# Called each time this task is ticked (aka executed).
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func _tick(_delta: float) -> Status:
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var pos: Vector2
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var is_good_position: bool = false
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while not is_good_position:
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# Randomize until we find a good position (in other words, not outside the arena)
|
||||
# Randomize until we find a good position (good position == not outside the arena).
|
||||
var angle: float = randf() * TAU
|
||||
var rand_distance: float = randf_range(range_min, range_max)
|
||||
pos = agent.global_position + Vector2(sin(angle), cos(angle)) * rand_distance
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
[ext_resource type="Script" path="res://demo/ai/tasks/select_flanking_pos.gd" id="2_t3udh"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/arrive_pos.gd" id="3_u2ra5"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/face_target.gd" id="4_xwjl7"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/leap_forward.gd" id="5_f6dg8"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/move_forward.gd" id="5_ucvak"]
|
||||
|
||||
[sub_resource type="BlackboardPlan" id="BlackboardPlan_qd806"]
|
||||
var/speed/name = "speed"
|
||||
|
@ -14,7 +14,7 @@ var/speed/hint = 1
|
|||
var/speed/hint_string = "10,1000,10"
|
||||
var/charge_speed/name = "charge_speed"
|
||||
var/charge_speed/type = 3
|
||||
var/charge_speed/value = 800.0
|
||||
var/charge_speed/value = 1000.0
|
||||
var/charge_speed/hint = 1
|
||||
var/charge_speed/hint_string = "10,1000,10"
|
||||
|
||||
|
@ -43,7 +43,6 @@ output_var = "target"
|
|||
[sub_resource type="BTAction" id="BTAction_pmvd0"]
|
||||
script = ExtResource("2_t3udh")
|
||||
target_var = "target"
|
||||
closest_side = false
|
||||
flank_side = 0
|
||||
range_min = 500
|
||||
range_max = 600
|
||||
|
@ -98,8 +97,8 @@ animation_name = &"charge"
|
|||
blend = 0.05
|
||||
|
||||
[sub_resource type="BTAction" id="BTAction_o18uk"]
|
||||
script = ExtResource("5_f6dg8")
|
||||
force = 1000.0
|
||||
script = ExtResource("5_ucvak")
|
||||
speed_var = "charge_speed"
|
||||
duration = 2.0
|
||||
|
||||
[sub_resource type="BTSequence" id="BTSequence_8lur1"]
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
[ext_resource type="Script" path="res://demo/ai/tasks/select_flanking_pos.gd" id="2_5nwkp"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/arrive_pos.gd" id="3_3tom2"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/face_target.gd" id="4_hi228"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/leap_forward.gd" id="5_fpbac"]
|
||||
[ext_resource type="Script" path="res://demo/ai/tasks/move_forward.gd" id="5_au5yc"]
|
||||
|
||||
[sub_resource type="BlackboardPlan" id="BlackboardPlan_46tbn"]
|
||||
var/speed/name = "speed"
|
||||
|
@ -12,6 +12,11 @@ var/speed/type = 3
|
|||
var/speed/value = 400.0
|
||||
var/speed/hint = 1
|
||||
var/speed/hint_string = "10,1000,10"
|
||||
var/charge_speed/name = "charge_speed"
|
||||
var/charge_speed/type = 3
|
||||
var/charge_speed/value = 1000.0
|
||||
var/charge_speed/hint = 0
|
||||
var/charge_speed/hint_string = ""
|
||||
|
||||
[sub_resource type="BBNode" id="BBNode_nrd4b"]
|
||||
saved_value = NodePath("AnimationPlayer")
|
||||
|
@ -38,7 +43,6 @@ children = [SubResource("BTPlayAnimation_qiw21"), SubResource("BTRandomWait_xlud
|
|||
[sub_resource type="BTAction" id="BTAction_85keo"]
|
||||
script = ExtResource("2_5nwkp")
|
||||
target_var = "target"
|
||||
closest_side = true
|
||||
flank_side = 0
|
||||
range_min = 300
|
||||
range_max = 400
|
||||
|
@ -83,8 +87,8 @@ animation_player = SubResource("BBNode_s8evu")
|
|||
animation_name = &"attack_1"
|
||||
|
||||
[sub_resource type="BTAction" id="BTAction_u22bc"]
|
||||
script = ExtResource("5_fpbac")
|
||||
force = 1000.0
|
||||
script = ExtResource("5_au5yc")
|
||||
speed_var = "charge_speed"
|
||||
duration = 0.1
|
||||
|
||||
[sub_resource type="BTParallel" id="BTParallel_ec2e3"]
|
||||
|
@ -104,8 +108,8 @@ animation_player = SubResource("BBNode_3oljv")
|
|||
animation_name = &"attack_2"
|
||||
|
||||
[sub_resource type="BTAction" id="BTAction_yuxl3"]
|
||||
script = ExtResource("5_fpbac")
|
||||
force = 1000.0
|
||||
script = ExtResource("5_au5yc")
|
||||
speed_var = "charge_speed"
|
||||
duration = 0.1
|
||||
|
||||
[sub_resource type="BTParallel" id="BTParallel_thojy"]
|
||||
|
@ -125,8 +129,8 @@ animation_player = SubResource("BBNode_ot40l")
|
|||
animation_name = &"attack_3"
|
||||
|
||||
[sub_resource type="BTAction" id="BTAction_rwp18"]
|
||||
script = ExtResource("5_fpbac")
|
||||
force = 1000.0
|
||||
script = ExtResource("5_au5yc")
|
||||
speed_var = "charge_speed"
|
||||
duration = 0.1
|
||||
|
||||
[sub_resource type="BTParallel" id="BTParallel_qmdfb"]
|
||||
|
|
Binary file not shown.
|
@ -4,10 +4,12 @@ extends CharacterBody2D
|
|||
@onready var hurtbox: Hurtbox = $Hurtbox
|
||||
@onready var root: Node2D = $Root
|
||||
|
||||
|
||||
func _on_health_damaged(_amount: float, _knockback: Vector2) -> void:
|
||||
root.scale.x = -signf(hurtbox.last_attack_vector.x)
|
||||
animation_player.clear_queue()
|
||||
animation_player.play(&"hurt", 0.1)
|
||||
|
||||
|
||||
func get_facing() -> float:
|
||||
return signf(root.scale.x)
|
||||
|
|
|
@ -77,4 +77,4 @@ func _on_agent_selection_id_pressed(id: int) -> void:
|
|||
_load_agent("res://demo/agents/".path_join(agent_files[id]))
|
||||
agent_selection.text = bt_player.behavior_tree.resource_path.get_file()
|
||||
previous.disabled = id == 0
|
||||
next.disabled = id == 8
|
||||
next.disabled = id == (agent_files.size()-1)
|
||||
|
|
Loading…
Reference in New Issue