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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Grahpics overhaul and predicting bullets
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parent
24386e724f
commit
946e7df71e
14 changed files with 144 additions and 26 deletions
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@ -4,6 +4,7 @@ using System.Linq;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Godot;
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using Godot.Collections;
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using Array = System.Array;
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@ -36,6 +37,7 @@ public partial class SpiralPattern : AttackPattern
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// [ExportGroup("Modifiers")] [Export] private BulletCreationModifier _modifier;
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// [ExportGroup("Modifiers")] [Export] private Array<TimeModifier> _timeModifiers;
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[ExportCategory("Other")] [Export] public bool _targetPlayer = false;
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[ExportCategory("Other")] [Export] public bool _predictPlayer = false;
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[ExportCategory("Overrides")]
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[Export] public bool OverrideOwner { get; private set; } = false;
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@ -224,7 +226,20 @@ public partial class SpiralPattern : AttackPattern
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if (pattern._targetPlayer && GameManager.Instance.PlayerPosition.HasValue)
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{
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direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
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if (pattern._predictPlayer && GameManager.Instance.PlayerVelocity.HasValue)
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{
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var predictedDirection = MathFunctions.PredictInterceptPosition(Parent.GlobalPosition,
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GameManager.Instance.PlayerPosition.Value, GameManager.Instance.PlayerVelocity.Value,
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pattern.BulletResource.BulletSpeed);
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if (predictedDirection.HasValue)
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{
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direction = (predictedDirection.Value - Parent.GlobalPosition).Normalized();
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}
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}
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else
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{
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direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
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}
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}
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var bullet = pattern.MakeBullet(Parent.GlobalPosition, pattern.bulletCount,
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@ -16,6 +16,7 @@ public partial class PlayerDetectionModule : Area2D
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public uint ObstaclesCollisionMask { get; private set; }
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public Vector2? LastKnownPlayerPosition { get; set; }
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public Vector2? LastKnowPlayerVelocity { get; set; }
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//public bool PlayerInActiveArea { get; private set; }
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private CollisionShape2D _collisionShape2D;
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@ -77,6 +78,7 @@ public partial class PlayerDetectionModule : Area2D
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if (found)
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{
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LastKnownPlayerPosition = GameManager.Instance.PlayerPosition;
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LastKnowPlayerVelocity = GameManager.Instance.PlayerVelocity;
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}
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return found;
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}
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@ -1,5 +1,6 @@
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Utils;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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@ -150,13 +151,27 @@ public partial class Shooting : EnemyStateBase
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return null; // No valid strafe position found
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}
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private Vector2 GetShootDirection()
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{
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if (StorageModule.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
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{
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var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
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PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
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EquippedWeapon.WeaponData.BulletData.BulletSpeed);
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if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
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}
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return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
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}
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private void Shoot()
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{
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if (EquippedWeapon == null) return;
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
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var direction = ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
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var direction = GetShootDirection();
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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@ -25,6 +25,7 @@ public partial class GameManager : Node2D
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private Node2D _cameraTarget;
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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public Vector2? PlayerVelocity => _player?.Velocity ?? null;
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[Export] public MapResource MapResource { get; private set; }
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@ -18,6 +18,7 @@ public partial class EnemyResource : Resource
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[Export] public Array<LootDrop> LootDrops { get; private set; } = [];
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[Export] public float MotivationReward { get; private set; } = 4f;
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[Export] public bool PredictPlayer { get; private set; } = false;
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[ExportCategory("AI")] [Export] public float PlayerDetectionRange { get; private set; } = 90f;
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[Export] public float ViewRange { get; private set; } = 120f;
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[Export] public float AlarmReactRange { get; private set; }
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32
Scripts/Utils/MathFunctions.cs
Normal file
32
Scripts/Utils/MathFunctions.cs
Normal file
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@ -0,0 +1,32 @@
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using Godot;
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namespace Cirno.Scripts.Utils;
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public static class MathFunctions
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{
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public static Vector2? PredictInterceptPosition(Vector2 shooterPos, Vector2 targetPos, Vector2 targetVel, float projectileSpeed)
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{
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Vector2 displacement = targetPos - shooterPos;
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float a = targetVel.LengthSquared() - projectileSpeed * projectileSpeed;
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float b = 2 * displacement.Dot(targetVel);
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float c = displacement.LengthSquared();
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float discriminant = b * b - 4 * a * c;
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if (discriminant < 0 || Mathf.Abs(a) < 0.001f)
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return null; // No solution or projectile too slow
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float sqrtDisc = Mathf.Sqrt(discriminant);
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float t1 = (-b - sqrtDisc) / (2 * a);
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float t2 = (-b + sqrtDisc) / (2 * a);
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float t = Mathf.Min(t1, t2);
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if (t < 0)
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t = Mathf.Max(t1, t2);
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if (t < 0)
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return null; // No valid positive time
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return targetPos + targetVel * t;
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}
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}
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