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

View file

@ -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;
}

View file

@ -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;