Grahpics overhaul and predicting bullets

This commit is contained in:
MaddoScientisto 2025-05-04 22:01:59 +02:00
commit 946e7df71e
14 changed files with 144 additions and 26 deletions

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@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="BossPhase" load_steps=14 format=3 uid="uid://go6rfnglefe8"]
[gd_resource type="Resource" script_class="BossPhase" load_steps=17 format=3 uid="uid://go6rfnglefe8"]
[ext_resource type="Resource" uid="uid://bpc2kyft8q2qq" path="res://Resources/Bullets/simple_enemy_bullet_big.tres" id="1_favpk"]
[ext_resource type="Script" uid="uid://b5s5mjuk1rng5" path="res://Scripts/Resources/TimeModifier.cs" id="2_36ba4"]
@ -7,6 +7,7 @@
[ext_resource type="Script" uid="uid://cdd6q2h0t1hhq" path="res://Scripts/Resources/BossPhase.cs" id="4_tppsm"]
[ext_resource type="Script" uid="uid://dslyrfcej3g2n" path="res://Scripts/Resources/BulletResource.cs" id="5_tppsm"]
[ext_resource type="PackedScene" uid="uid://ck6f08w1fy5fa" path="res://Scenes/Weapons/Bullets/enemyBullet_rice_yellow.tscn" id="6_tppsm"]
[ext_resource type="PackedScene" uid="uid://chowj81jsdvcx" path="res://Scenes/Weapons/Bullets/enemyBullet_rice_red_small.tscn" id="7_du806"]
[sub_resource type="Resource" id="Resource_n7vdy"]
script = ExtResource("3_agmbo")
@ -20,6 +21,7 @@ burstInterval = 0.1
ShotsPerBurst = 4
BurstRate = 2.0
_targetPlayer = false
_predictPlayer = false
OverrideOwner = false
Owner = 0
OverrideDamageType = false
@ -61,6 +63,7 @@ burstInterval = 0.2
ShotsPerBurst = 4
BurstRate = 0.0
_targetPlayer = true
_predictPlayer = false
OverrideOwner = false
Owner = 0
OverrideDamageType = false
@ -84,6 +87,49 @@ burstInterval = 0.1
ShotsPerBurst = 4
BurstRate = 2.0
_targetPlayer = false
_predictPlayer = false
OverrideOwner = false
Owner = 0
OverrideDamageType = false
DamageType = 0
OverrideControllable = false
Controllable = false
OverrideCreationModifier = false
TimeModifiers = Array[ExtResource("2_36ba4")]([])
WaitForCompletion = true
metadata/_custom_type_script = "uid://c0ndqalsc4jve"
[sub_resource type="Resource" id="Resource_ll7yb"]
script = ExtResource("5_tppsm")
BulletScene = ExtResource("7_du806")
BulletSpeed = 120.0
Direction = Vector2(1, 0)
BulletDamage = 12.0
LifeTime = 10.0
DestroyOnCollision = true
Owner = 2
DamageType = 0
RotateSprite = true
Controllable = false
Freezable = true
Grazeable = true
GrazeValue = 1.0
TimeModifiers = []
metadata/_custom_type_script = "uid://dslyrfcej3g2n"
[sub_resource type="Resource" id="Resource_ctoyw"]
script = ExtResource("3_agmbo")
BulletResource = SubResource("Resource_ll7yb")
bulletCount = 1
rotationSpeed = 0.0
_rotationOffset = 0.0
duration = 0.41
spread = 360.0
burstInterval = 0.1
ShotsPerBurst = 4
BurstRate = 1.0
_targetPlayer = true
_predictPlayer = true
OverrideOwner = false
Owner = 0
OverrideDamageType = false
@ -119,12 +165,13 @@ BulletResource = SubResource("Resource_qhi1m")
bulletCount = 1
rotationSpeed = 0.0
_rotationOffset = 0.0
duration = 2.0
duration = 1.0
spread = 360.0
burstInterval = 0.2
ShotsPerBurst = 8
BurstRate = 1.0
_targetPlayer = true
_predictPlayer = false
OverrideOwner = false
Owner = 0
OverrideDamageType = false
@ -141,5 +188,5 @@ script = ExtResource("4_tppsm")
PhaseName = "Asdf"
Threshold = 0
PlayAnimation = false
Patterns = Array[Object]([SubResource("Resource_n7vdy"), SubResource("Resource_hmrwn"), SubResource("Resource_tppsm"), SubResource("Resource_we0cr")])
Patterns = Array[Object]([SubResource("Resource_n7vdy"), SubResource("Resource_hmrwn"), SubResource("Resource_tppsm"), SubResource("Resource_ctoyw"), SubResource("Resource_we0cr")])
metadata/_custom_type_script = "uid://cdd6q2h0t1hhq"

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@ -1,11 +1,10 @@
[gd_resource type="Resource" script_class="BossScript" load_steps=4 format=3 uid="uid://umimlgb0hs7k"]
[gd_resource type="Resource" script_class="BossScript" load_steps=3 format=3 uid="uid://umimlgb0hs7k"]
[ext_resource type="Script" uid="uid://cdd6q2h0t1hhq" path="res://Scripts/Resources/BossPhase.cs" id="1_2i700"]
[ext_resource type="Resource" uid="uid://go6rfnglefe8" path="res://Resources/BossPhases/Roguelite/Roguelite_Boss_1.tres" id="2_bv4fb"]
[ext_resource type="Script" uid="uid://inasa76li3ym" path="res://Scripts/Resources/ScriptableBullets/BossScript.cs" id="3_hj6ge"]
[resource]
script = ExtResource("3_hj6ge")
BossName = &"Test"
Phases = Array[ExtResource("1_2i700")]([ExtResource("2_bv4fb")])
Phases = [ExtResource("2_bv4fb")]
metadata/_custom_type_script = "uid://inasa76li3ym"

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@ -17,6 +17,7 @@ burstInterval = 0.6
ShotsPerBurst = 4
BurstRate = 0.8
_targetPlayer = false
_predictPlayer = false
OverrideOwner = false
Owner = 0
OverrideDamageType = false

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@ -54,6 +54,7 @@ MovementSpeed = 40.0
Weapon = ExtResource("7_u7yd8")
LootDrops = Array[ExtResource("2_ivudp")]([SubResource("Resource_c8nix"), SubResource("Resource_gs2l3"), SubResource("Resource_sqnvg"), SubResource("Resource_5tyar"), SubResource("Resource_48xq6")])
MotivationReward = 4.0
PredictPlayer = false
PlayerDetectionRange = 90.0
ViewRange = 120.0
AlarmReactRange = 150.0

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@ -99,10 +99,11 @@ shape = SubResource("RectangleShape2D_u3c1h")
[node name="Features" type="Node2D" parent="."]
[node name="Teleporter" type="Marker2D" parent="Features"]
position = Vector2(44.8731, -125.141)
position = Vector2(61.8844, 118.644)
script = ExtResource("12_f3e1d")
Type = 4
MarkerTexture = SubResource("AtlasTexture_5rt6n")
metadata/_edit_lock_ = true
[node name="Label" type="Label" parent="Features/Teleporter"]
offset_left = -20.0
@ -111,6 +112,8 @@ offset_right = 32.0
offset_bottom = 1.0
text = "Boss Debug"
label_settings = ExtResource("14_c0yr1")
metadata/_edit_lock_ = true
metadata/_edit_group_ = true
[node name="StartTeleporter" type="Marker2D" parent="Features"]
position = Vector2(183, 88)

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@ -4,6 +4,7 @@ using System.Linq;
using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
using Array = System.Array;
@ -36,6 +37,7 @@ public partial class SpiralPattern : AttackPattern
// [ExportGroup("Modifiers")] [Export] private BulletCreationModifier _modifier;
// [ExportGroup("Modifiers")] [Export] private Array<TimeModifier> _timeModifiers;
[ExportCategory("Other")] [Export] public bool _targetPlayer = false;
[ExportCategory("Other")] [Export] public bool _predictPlayer = false;
[ExportCategory("Overrides")]
[Export] public bool OverrideOwner { get; private set; } = false;
@ -224,7 +226,20 @@ public partial class SpiralPattern : AttackPattern
if (pattern._targetPlayer && GameManager.Instance.PlayerPosition.HasValue)
{
direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
if (pattern._predictPlayer && GameManager.Instance.PlayerVelocity.HasValue)
{
var predictedDirection = MathFunctions.PredictInterceptPosition(Parent.GlobalPosition,
GameManager.Instance.PlayerPosition.Value, GameManager.Instance.PlayerVelocity.Value,
pattern.BulletResource.BulletSpeed);
if (predictedDirection.HasValue)
{
direction = (predictedDirection.Value - Parent.GlobalPosition).Normalized();
}
}
else
{
direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
}
}
var bullet = pattern.MakeBullet(Parent.GlobalPosition, pattern.bulletCount,

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@ -16,6 +16,7 @@ public partial class PlayerDetectionModule : Area2D
public uint ObstaclesCollisionMask { get; private set; }
public Vector2? LastKnownPlayerPosition { get; set; }
public Vector2? LastKnowPlayerVelocity { get; set; }
//public bool PlayerInActiveArea { get; private set; }
private CollisionShape2D _collisionShape2D;
@ -77,6 +78,7 @@ public partial class PlayerDetectionModule : Area2D
if (found)
{
LastKnownPlayerPosition = GameManager.Instance.PlayerPosition;
LastKnowPlayerVelocity = GameManager.Instance.PlayerVelocity;
}
return found;
}

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@ -1,5 +1,6 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
@ -150,13 +151,27 @@ public partial class Shooting : EnemyStateBase
return null; // No valid strafe position found
}
private Vector2 GetShootDirection()
{
if (StorageModule.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
{
var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
EquippedWeapon.WeaponData.BulletData.BulletSpeed);
if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
}
return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
}
private void Shoot()
{
if (EquippedWeapon == null) return;
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
var direction = GetShootDirection();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;

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@ -25,6 +25,7 @@ public partial class GameManager : Node2D
private Node2D _cameraTarget;
public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
public Vector2? PlayerVelocity => _player?.Velocity ?? null;
[Export] public MapResource MapResource { get; private set; }

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@ -18,6 +18,7 @@ public partial class EnemyResource : Resource
[Export] public Array<LootDrop> LootDrops { get; private set; } = [];
[Export] public float MotivationReward { get; private set; } = 4f;
[Export] public bool PredictPlayer { get; private set; } = false;
[ExportCategory("AI")] [Export] public float PlayerDetectionRange { get; private set; } = 90f;
[Export] public float ViewRange { get; private set; } = 120f;
[Export] public float AlarmReactRange { get; private set; }

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@ -0,0 +1,32 @@
using Godot;
namespace Cirno.Scripts.Utils;
public static class MathFunctions
{
public static Vector2? PredictInterceptPosition(Vector2 shooterPos, Vector2 targetPos, Vector2 targetVel, float projectileSpeed)
{
Vector2 displacement = targetPos - shooterPos;
float a = targetVel.LengthSquared() - projectileSpeed * projectileSpeed;
float b = 2 * displacement.Dot(targetVel);
float c = displacement.LengthSquared();
float discriminant = b * b - 4 * a * c;
if (discriminant < 0 || Mathf.Abs(a) < 0.001f)
return null; // No solution or projectile too slow
float sqrtDisc = Mathf.Sqrt(discriminant);
float t1 = (-b - sqrtDisc) / (2 * a);
float t2 = (-b + sqrtDisc) / (2 * a);
float t = Mathf.Min(t1, t2);
if (t < 0)
t = Mathf.Max(t1, t2);
if (t < 0)
return null; // No valid positive time
return targetPos + targetVel * t;
}
}