This commit is contained in:
Marco 2025-02-14 10:59:32 +01:00
commit ba2f6a97fc
9 changed files with 254 additions and 26 deletions

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@ -0,0 +1,47 @@
[gd_resource type="Resource" script_class="BossPhase" load_steps=8 format=3 uid="uid://hy1alw04fbds"]
[ext_resource type="Script" path="res://Scripts/Resources/BossPhase.cs" id="1_kkx86"]
[ext_resource type="PackedScene" uid="uid://djro6xmsq7kqk" path="res://Scenes/Weapons/Bullets/enemyBullet_mid_blue_laser.tscn" id="1_nfjet"]
[ext_resource type="Script" path="res://Scripts/AttackPatterns/LaserPattern.cs" id="2_tctyt"]
[ext_resource type="Script" path="res://Scripts/Resources/TimeModifier.cs" id="2_v7sed"]
[sub_resource type="Resource" id="Resource_e62ka"]
script = ExtResource("2_v7sed")
TimeInSeconds = 0.8
ModifierType = 0
Value = 0.0
[sub_resource type="Resource" id="Resource_vkf1u"]
script = ExtResource("2_v7sed")
TimeInSeconds = 0.9
ModifierType = 2
Value = 0.0
[sub_resource type="Resource" id="Resource_3idsw"]
script = ExtResource("2_tctyt")
SpawnDelay = 1.0
PreFireTime = 1.8
LethalTime = 4.0
PreFireColor = Color(0, 0, 1, 0.501961)
LethalColor = Color(0, 0, 1, 1)
BulletScene = ExtResource("1_nfjet")
bulletSpeed = 40.0
bulletCount = 8
rotationSpeed = 0.0
_rotationOffset = 0.0
duration = 4.0
burstInterval = 6.0
spread = 360.0
owner = 2
_damageType = 0
_bulletDamage = 1.0
_timeModifiers = Array[Object]([SubResource("Resource_e62ka"), SubResource("Resource_vkf1u")])
_targetPlayer = false
WaitForCompletion = true
[resource]
script = ExtResource("1_kkx86")
PhaseName = ""
Threshold = 0
PlayAnimation = false
Patterns = Array[Object]([SubResource("Resource_3idsw")])

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=16 format=3 uid="uid://d1rlw6ddpmrn8"]
[gd_scene load_steps=17 format=3 uid="uid://d1rlw6ddpmrn8"]
[ext_resource type="Script" path="res://Scripts/Actors/Boss.cs" id="1_na4uq"]
[ext_resource type="Resource" uid="uid://ks6fypeil6gk" path="res://Resources/BossPhases/TestBoss1.tres" id="2_1rhf6"]
[ext_resource type="Texture2D" uid="uid://bcqgke6dthlrj" path="res://Sprites/Actors/Rumia.png" id="2_7k5gp"]
[ext_resource type="Resource" uid="uid://ddb5dqocmk6x7" path="res://Resources/BossPhases/Rumia_NS2.tres" id="2_eyxw4"]
[ext_resource type="Resource" uid="uid://hy1alw04fbds" path="res://Resources/BossPhases/Rumia_Lasers.tres" id="2_p8j4e"]
[ext_resource type="Script" path="res://Scripts/Components/ProximityPlayerDetection.cs" id="3_gka5j"]
[ext_resource type="Resource" uid="uid://ccj0cqbveey8c" path="res://Resources/BossPhases/Rumia_SP1.tres" id="3_j7lbl"]
[ext_resource type="Texture2D" uid="uid://csuprfskdo1qp" path="res://Sprites/Portraits/Rumia.png" id="4_at5iq"]
@ -29,7 +30,7 @@ collision_layer = 16
collision_mask = 9
script = ExtResource("1_na4uq")
BossName = "Rumia"
Phases = Array[Resource]([ExtResource("2_1rhf6"), ExtResource("3_j7lbl"), ExtResource("2_eyxw4")])
Phases = Array[Resource]([ExtResource("2_p8j4e"), ExtResource("2_1rhf6"), ExtResource("3_j7lbl"), ExtResource("2_eyxw4")])
BossHudPrefab = ExtResource("4_ehp8q")
_bossPortraitTexture = ExtResource("4_at5iq")
Health = 400.0

View file

@ -11,7 +11,6 @@ collision_layer = 128
collision_mask = 71
script = ExtResource("1_p8khg")
Speed = 200.0
Owner = 2
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]

View file

@ -0,0 +1,25 @@
[gd_scene load_steps=4 format=3 uid="uid://djro6xmsq7kqk"]
[ext_resource type="Script" path="res://Scripts/Weapons/LaserBullet.cs" id="1_uu40b"]
[ext_resource type="Texture2D" uid="uid://dooyhu8vt63vm" path="res://Sprites/Bullets/mid_bullet_blue.png" id="2_yy4q5"]
[sub_resource type="CircleShape2D" id="CircleShape2D_jxptd"]
radius = 2.23607
[node name="Bullet" type="Area2D" groups=["bullets"]]
collision_layer = 128
collision_mask = 71
script = ExtResource("1_uu40b")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_yy4q5")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_jxptd")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]

View file

@ -0,0 +1,28 @@
using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class LaserPattern : SpiralPattern
{
[ExportGroup("Laser")][Export] public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
[ExportGroup("Laser")][Export] public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
[ExportGroup("Laser")][Export] public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
[ExportGroup("Laser")][Export] public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
[ExportGroup("Laser")][Export] public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
protected override BulletInfo MakeBullet(Vector2 position, Vector2 direction, float angleOffset)
{
var bf = base.MakeBullet(position, direction, angleOffset);
bf.IsLaser = true;
bf.PreFireTime = PreFireTime;
bf.LethalTime = LethalTime;
bf.PreFireColor = PreFireColor;
bf.LethalColor = LethalColor;
bf.SpawnDelay = SpawnDelay;
return bf;
}
}

View file

@ -23,7 +23,9 @@ public partial class SpiralPattern : AttackPattern
[Export] private BulletOwner owner = BulletOwner.Enemy;
[Export] private DamageType _damageType = DamageType.Neutral;
[Export] private float _bulletDamage = 1f;
[ExportGroup("Modifiers")]
[Export] private BulletCreationModifier _modifier;
[ExportGroup("Modifiers")]
[Export] private Array<TimeModifier> _timeModifiers;
[Export] private bool _targetPlayer = false;
@ -55,29 +57,54 @@ public partial class SpiralPattern : AttackPattern
direction = (Boss.GameManager.PlayerPosition.Value - Boss.GlobalPosition).Normalized();
}
spawner.SpawnBullet(new BulletInfo()
{
Position = Boss.GlobalPosition,
Direction = direction,
Speed = bulletSpeed,
Owner = owner,
DamageType = _damageType,
Damage = _bulletDamage,
BulletCount = bulletCount,
Spread = spread,
BulletScene = BulletScene,
RotationOffset = angleOffset,
Modifier = _modifier,
TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
spawner.SpawnBullet(MakeBullet(Boss.GlobalPosition, direction, angleOffset));
// spawner.SpawnBullet(new BulletInfo()
// {
// Position = Boss.GlobalPosition,
// Direction = direction,
// Speed = bulletSpeed,
// Owner = owner,
// DamageType = _damageType,
// Damage = _bulletDamage,
// BulletCount = bulletCount,
// Spread = spread,
// BulletScene = BulletScene,
// RotationOffset = angleOffset,
// Modifier = _modifier,
// TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
// {
// TimeModifier = m,
// Applied = false
// }).ToList()
// });
burstTimer = 0;
}
}
protected virtual BulletInfo MakeBullet(Vector2 position, Vector2 direction, float angleOffset)
{
return new BulletInfo()
{
Position = position,
Direction = direction,
Speed = bulletSpeed,
Owner = owner,
DamageType = _damageType,
Damage = _bulletDamage,
BulletCount = bulletCount,
Spread = spread,
BulletScene = BulletScene,
RotationOffset = angleOffset,
Modifier = _modifier,
TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m =>
new ModifierWrapper()
{
TimeModifier = m,
Applied = false
}).ToList()
});
// spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
burstTimer = 0;
}
};
}
public override bool IsComplete()

View file

@ -18,7 +18,7 @@ public partial class Bullet : Area2D
public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
private Vector2 _direction = Vector2.Right;
protected Vector2 _direction = Vector2.Right;
private double _elapsedTime = 0f;
private BulletInfo _bulletInfo;
@ -75,7 +75,7 @@ public partial class Bullet : Area2D
}
}
private void RotateBullet(float degrees)
protected virtual void RotateBullet(float degrees)
{
float radians = Mathf.DegToRad(degrees);
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
@ -88,6 +88,7 @@ public partial class Bullet : Area2D
if (_gameManager.Player != null)
{
_direction = (_gameManager.Player.GlobalPosition - this.GlobalPosition).Normalized();
RotateBullet(0); // quick hack to rotate lasers
//LookAt(player.GlobalPosition);
}
}

View file

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Weapons;
using Godot;
using Godot.Collections;
@ -18,9 +19,17 @@ public partial class BulletSpawner : Node2D
public void SpawnBullet(BulletInfo bulletInfo)
{
var bulletScene = bulletInfo.BulletScene ?? BulletScene;
Bullet bullet;
for (int i = 0; i < bulletInfo.BulletCount; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
if (bulletInfo.IsLaser)
bullet = this.CreateChildOf<LaserBullet>(_gameManager.BulletsContainer, bulletScene, bulletInfo.Position);
else
bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene, bulletInfo.Position);
// var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
bullet.Initialize(bulletInfo, _gameManager);
@ -91,4 +100,13 @@ public class BulletInfo
public PackedScene DestructionParticlesScene { get; set; }
public IBulletModifier Modifier { get; set; }
public List<ModifierWrapper> TimeModifiers { get; set; } = new List<ModifierWrapper>();
}
#region Laser
public bool IsLaser { get; set; }
public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
#endregion
}

View file

@ -0,0 +1,82 @@
using System.Linq;
using Godot;
namespace Cirno.Scripts.Weapons;
public partial class LaserBullet : Bullet
{
private Line2D _beam;
private Timer _preFireTimer;
private Timer _lethalTimer;
private Timer _spawnDelayTimer;
private bool _isLethal = false;
public override void _Ready()
{
base._Ready();
_beam = new Line2D
{
DefaultColor = BulletInfo.PreFireColor,
Width = 1,
Visible = false
};
AddChild(_beam);
_beam.GlobalPosition = this.GlobalPosition;
// Delay before the beam appears
_spawnDelayTimer = new Timer { WaitTime = BulletInfo.SpawnDelay, OneShot = true };
_spawnDelayTimer.Timeout += ShowBeam;
AddChild(_spawnDelayTimer);
_spawnDelayTimer.Start();
FireLaser();
}
public void FireLaser()
{
Vector2 endPoint = GetLaserEndPoint(GlobalPosition, BulletInfo.Direction);
_beam.ClearPoints();
_beam.AddPoint(Vector2.Zero);
_beam.AddPoint(ToLocal(endPoint));
_preFireTimer = new Timer { WaitTime = BulletInfo.PreFireTime, OneShot = true };
_preFireTimer.Timeout += MakeLethal;
AddChild(_preFireTimer);
_preFireTimer.Start();
}
private void ShowBeam()
{
_beam.Visible = true;
}
private void MakeLethal()
{
_isLethal = true;
_beam.DefaultColor = BulletInfo.LethalColor;
_beam.Width = 3;
_lethalTimer = new Timer { WaitTime = BulletInfo.LethalTime, OneShot = true };
_lethalTimer.Timeout += QueueFree; // Destroy after lethal phase
AddChild(_lethalTimer);
_lethalTimer.Start();
}
protected override void RotateBullet(float degrees)
{
base.RotateBullet(degrees);
_beam.SetPointPosition(_beam.Points.Length -1, ToLocal(GetLaserEndPoint(GlobalPosition, _direction)));
}
private Vector2 GetLaserEndPoint(Vector2 start, Vector2 direction)
{
var spaceState = GetWorld2D().DirectSpaceState;
var query = PhysicsRayQueryParameters2D.Create(start, start + direction * 1000);
query.CollisionMask = 1 << 0; // World layer
var result = spaceState.IntersectRay(query);
return result.Count > 0 ? (Vector2)result["position"] : start + direction * 1000;
}
}