This commit is contained in:
Andriy Yednarovych
2026-02-22 19:26:26 +01:00
parent fd1ff19c4c
commit e877c5f058
211 changed files with 9385 additions and 0 deletions

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class_name DropData extends Resource
@export
var item: ItemData
@export_range(0, 100, 1, "suffix:%")
var drop_rate: float = 100
@export_range(1, 10, 1, "suffix:items")
var min_amount := 1
@export_range(1, 10, 1, "suffix:items")
var max_amount := 1
func get_drop_count() -> int:
if randf_range(0, 100) >= drop_rate:
return 0
return randi_range(min_amount, max_amount)

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uid://cqeos77b55w5x

67
enemies/scripts/enemy.gd Normal file
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class_name Enemy extends CharacterBody2D
const DIR_4 = [
Vector2.RIGHT,
Vector2.DOWN,
Vector2.LEFT,
Vector2.UP,
]
signal direction_changed(new_direction: Vector2)
signal enemy_damaged(hurtbox: Hurtbox)
signal enemy_destroyed(hurtbox: Hurtbox)
@export var hp: int = 3
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var main_sprite: Sprite2D = $main_sprite
@onready var hitbox: Hitbox = $Hitbox
@onready var state_machine: EnemyStateMachine = $enemy_state_machine
var cardinal_direction : Vector2 = Vector2.DOWN
var direction : Vector2 = Vector2.ZERO
var invulnerable: bool = false
func _ready() -> void:
state_machine.initialize(self)
hitbox.damaged.connect(on_damage)
func _process(_delta: float) -> void:
pass
func _physics_process(_delta: float) -> void:
move_and_slide()
func set_direction(new_direction: Vector2) -> bool:
if new_direction == Vector2.ZERO:
return false
var refreshed_direction = DIR_4[int(round((new_direction + cardinal_direction * 0.1).angle() / TAU * DIR_4.size()))]
if refreshed_direction == cardinal_direction:
return false
cardinal_direction = refreshed_direction
direction_changed.emit(refreshed_direction)
main_sprite.scale.x = -1 if cardinal_direction == Vector2.LEFT else 1
return true
func update_animation(state: String) -> void:
animation_player.play(state + "_" + get_animation_direction())
func get_animation_direction() -> String:
var newAnimDirection: String = "side"
if cardinal_direction == Vector2.DOWN:
newAnimDirection = "down"
elif cardinal_direction == Vector2.UP:
newAnimDirection = "up"
return newAnimDirection
func on_damage(hurtbox: Hurtbox) -> void:
if invulnerable:
return
hp -= hurtbox.damage
if hp > 0:
enemy_damaged.emit(hurtbox)
else:
enemy_destroyed.emit(hurtbox)

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uid://cmfpf1k80hvh7

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class_name EnemyStateMachine extends Node
var states: Array[EnemyState]
var previous_state: EnemyState
var current_state: EnemyState
func _ready() -> void:
process_mode = Node.PROCESS_MODE_DISABLED
func _process(delta: float) -> void:
change_state(current_state.process(delta))
func _physics_process(delta: float) -> void:
change_state(current_state.physics(delta))
func initialize(enemy: Enemy) -> void:
states = []
for child in get_children():
if child is EnemyState:
states.append(child)
for state in states:
state.enemy = enemy
state.state_machine = self
state.init()
if !states.is_empty():
change_state(states[0])
process_mode = Node.PROCESS_MODE_INHERIT
func change_state(new_state: EnemyState) -> void:
if new_state == null or new_state == current_state:
return
if current_state:
current_state.exit()
previous_state = current_state
current_state = new_state
current_state.enter()

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uid://bvjx5c5xd3rhw

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class_name EnemyState extends Node
var enemy: Enemy
var state_machine: EnemyStateMachine
func init() -> void:
pass
func enter() -> void:
pass
func exit() -> void:
pass
func process(_delta : float) -> EnemyState:
return null
func physics(_delta : float) -> EnemyState:
return null

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uid://u7qy2i6rutqr

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class_name EnemyChaseWander extends EnemyState
@export var animation_name: String = "chase"
@export var chase_speed: float = 20.0
@export var turn_rate: float = 0.25
@export_category("AI")
@export var vision_area: VisionArea
@export var attack_area: Hurtbox
@export var state_aggro_duration: float = 0.5
@export var next_state: EnemyState
var timer: float = 0.0
var direction: Vector2
var can_see_player := false
func init() -> void:
if vision_area:
vision_area.player_entered.connect(on_player_entered)
vision_area.player_exited.connect(on_player_exited)
func enter() -> void:
timer = state_aggro_duration
enemy.update_animation(animation_name)
if attack_area:
attack_area.monitoring = true
func exit() -> void:
if attack_area:
attack_area.monitoring = true
can_see_player = false
func process(delta : float) -> EnemyState:
var new_dir: Vector2 = enemy.global_position.direction_to(PlayerManager.player.global_position)
direction = lerp(direction, new_dir, turn_rate)
enemy.velocity = direction * chase_speed
if enemy.set_direction(direction):
enemy.update_animation(animation_name)
if !can_see_player:
timer -= delta
if timer <= 0:
return next_state
else:
timer = state_aggro_duration
return null
func physics(_delta : float) -> EnemyState:
return null
func on_player_entered() -> void:
can_see_player = true
if state_machine.current_state is EnemyStateStun:
return
state_machine.change_state(self)
func on_player_exited() -> void:
can_see_player = false

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uid://dmcmplui6od1k

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class_name EnemyStateDestroy extends EnemyState
const PICKUP: Resource = preload("res://items/item_pickup/item_pickup.tscn")
@export var animation_name: String = "destroy"
@export var knockback_speed: float = 200.0
@export var decelerate_speed: float = 10.0
@export_category("Item drops")
@export var drops: Array[DropData]
var direction: Vector2
var damage_position: Vector2
func init() -> void:
enemy.enemy_destroyed.connect(on_destroyed)
func enter() -> void:
enemy.invulnerable = true
enemy.animation_player.animation_finished.connect(on_animation_finished)
direction = enemy.global_position.direction_to(damage_position)
enemy.update_animation(animation_name)
enemy.set_direction(direction)
enemy.velocity = direction * -knockback_speed
disable_hurtbox()
drop_items()
func exit() -> void:
enemy.invulnerable = false
enemy.animation_player.animation_finished.disconnect(on_animation_finished)
func process(delta : float) -> EnemyState:
enemy.velocity -= enemy.velocity * decelerate_speed * delta
return null
func physics(_delta : float) -> EnemyState:
return null
func on_destroyed(hurtbox: Hurtbox) -> void:
state_machine.change_state(self)
damage_position = hurtbox.global_position
func on_animation_finished(_name: String) -> void:
print("destroyed")
enemy.queue_free()
func disable_hurtbox() -> void:
var hurtbox: Hurtbox = enemy.get_node_or_null("Hurtbox")
if hurtbox:
hurtbox.monitoring = false
func drop_items() -> void:
if drops.is_empty():
return
for drops_index in drops.size():
var drop_item := drops[drops_index]
if drop_item and drop_item.item:
var drop_count := drop_item.get_drop_count()
for drop_index in drop_count:
var item_pickup := PICKUP.instantiate() as ItemPickup
item_pickup.item_data = drop_item.item
enemy.get_parent().call_deferred("add_child", item_pickup)
item_pickup.global_position = enemy.global_position
item_pickup.velocity = enemy.velocity.rotated(randf_range(-1.5, 1.5)) * randf_range(0.9, 1.5)

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uid://qn1vn11fqgui

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class_name EnemyStateIdle extends EnemyState
@export var animation_name: String = "idle"
@export_category("AI")
@export var state_duration_min: float = 0.5
@export var state_duration_max: float = 1.5
@export var next_state: EnemyState
var timer: float = 0.0
func init() -> void:
pass
func enter() -> void:
enemy.velocity = Vector2.ZERO
timer = randf_range(state_duration_min, state_duration_max)
enemy.update_animation(animation_name)
func exit() -> void:
pass
func process(delta : float) -> EnemyState:
timer -= delta
if timer <= 0:
return next_state
return null
func physics(_delta : float) -> EnemyState:
return null

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uid://t2wl0iif703e

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class_name EnemyStateStun extends EnemyState
@export var animation_name: String = "stun"
@export var knockback_speed: float = 200.0
@export var decelerate_speed: float = 10.0
@export_category("AI")
@export var next_state: EnemyState
var direction: Vector2
var damage_position: Vector2
var animation_finished: bool = false
func init() -> void:
enemy.enemy_damaged.connect(on_damaged)
func enter() -> void:
enemy.animation_player.animation_finished.connect(on_animation_finished)
enemy.invulnerable = true
animation_finished = false
direction = enemy.global_position.direction_to(damage_position)
enemy.update_animation(animation_name)
enemy.set_direction(direction)
enemy.velocity = direction * -knockback_speed
func exit() -> void:
enemy.invulnerable = false
enemy.animation_player.animation_finished.disconnect(on_animation_finished)
func process(delta : float) -> EnemyState:
if animation_finished:
return next_state
enemy.velocity -= enemy.velocity * decelerate_speed * delta
return null
func physics(_delta : float) -> EnemyState:
return null
func on_damaged(hurtbox: Hurtbox) -> void:
damage_position = hurtbox.global_position
state_machine.change_state(self)
func on_animation_finished(_name: String) -> void:
animation_finished = true

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uid://b6sf2nm67yulk

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class_name EnemyStateWander extends EnemyState
@export var animation_name: String = "walk"
@export var wander_speed: float = 20.0
@export_category("AI")
@export var state_animation_duration: float = 0.7
@export var state_cycles_min: int = 1
@export var state_cycles_max: int = 3
@export var next_state: EnemyState
var timer: float = 0.0
var direction: Vector2
func init() -> void:
pass
func enter() -> void:
timer = randi_range(state_cycles_min, state_cycles_max) * state_animation_duration
var random_direction = randi_range(0, 3)
direction = enemy.DIR_4[random_direction]
enemy.velocity = direction * wander_speed
enemy.set_direction(direction)
enemy.update_animation(animation_name)
func exit() -> void:
pass
func process(delta : float) -> EnemyState:
timer -= delta
if timer <= 0:
return next_state
return null
func physics(_delta : float) -> EnemyState:
return null

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uid://dqiqly265lt0u

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class_name VisionArea extends Area2D
signal player_entered
signal player_exited
func _ready() -> void:
body_entered.connect(on_body_entered)
body_exited.connect(on_body_exited)
var parent = get_parent()
if parent is Enemy:
parent.direction_changed.connect(on_direction_changed)
func on_body_entered(body: Node2D) -> void:
if body is Player:
player_entered.emit()
func on_body_exited(body: Node2D) -> void:
if body is Player:
player_exited.emit()
func on_direction_changed(new_direction: Vector2) -> void:
match new_direction:
Vector2.DOWN:
rotation_degrees = 0
Vector2.UP:
rotation_degrees = 180
Vector2.LEFT:
rotation_degrees = 90
Vector2.RIGHT:
rotation_degrees = -90
_:
rotation_degrees = 0

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uid://dumobb6c7eybb