Danmaku system

This commit is contained in:
Marco 2025-02-05 19:41:49 +01:00
commit fdec052c16
38 changed files with 924 additions and 9 deletions

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using Cirno.Scripts.Actors;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class MovementPattern : AttackPattern
{
[Export] private Vector2 relativeTargetPosition;
[Export] private float moveDuration = 2f;
[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
[Export] private AttackPattern shootingPattern;
private Tween tween;
private bool isComplete = false;
public override void Start(Boss boss)
{
Boss = boss;
tween = boss.CreateTween();
isComplete = false;
Vector2 targetPosition = (Boss?.HomePosition ?? boss.GlobalPosition) + this.relativeTargetPosition;
tween.TweenProperty(Boss, "position", targetPosition, moveDuration)
.SetTrans(transitionType)
.SetEase(easeType)
.Finished += () => isComplete = true;
if (shootingPattern != null && !WaitForCompletion)
{
shootingPattern.Start(boss);
}
}
public override void UpdatePattern(double delta)
{
if (shootingPattern != null && !WaitForCompletion)
{
shootingPattern.UpdatePattern(delta);
}
}
public override bool IsComplete()
{
if (WaitForCompletion && shootingPattern != null)
return isComplete && shootingPattern.IsComplete();
return isComplete;
}
}

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using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class PatternTest : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] private float bulletSpeed = 5f;
[Export] private int bulletCount = 12;
[Export] private float duration = 3f;
[Export] private float burstInterval = 0.5f;
[Export] private BulletOwner owner = BulletOwner.Enemy;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
public override void Start(Boss boss)
{
Boss = boss;
timer = 0;
burstTimer = 0;
spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
}
public override void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < duration && burstTimer >= burstInterval)
{
spawner.SpawnBullet(Boss.GlobalPosition, Vector2.Right, bulletSpeed, owner, bulletCount, bulletScene: BulletScene);
burstTimer = 0;
}
}
public override bool IsComplete()
{
return timer >= duration;
}
}

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using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class SpiralPattern : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] private float bulletSpeed = 5f;
[Export] private int bulletCount = 16;
[Export] private float rotationSpeed = 90f;
[Export] private float duration = 5f;
[Export] private float burstInterval = 0.5f;
[Export] private float spread = 360f;
[Export] private BulletOwner owner = BulletOwner.Enemy;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
public override void Start(Boss boss)
{
Boss = boss;
timer = 0;
burstTimer = burstInterval; // start immediately
spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
}
public override void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < duration && burstTimer >= burstInterval)
{
spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
burstTimer = 0;
}
}
public override bool IsComplete()
{
return timer >= duration;
}
}

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using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
namespace Cirno.Scripts.AttackPatterns;
using Godot;
[GlobalClass]
public partial class TargetedPattern : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] private float bulletSpeed = 5f;
[Export] private float duration = 3f;
[Export] private float burstInterval = 0.5f;
[Export] private int bulletsPerShot = 1;
[Export] private float spread = 0f;
[Export] private BulletOwner owner = BulletOwner.Enemy;
[Export] private Resource modifier;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
//private Node2D player;
private GameManager _gameManager;
public override void Start(Boss boss)
{
_gameManager = boss.GetNode<GameManager>("/root/GameScene");
Boss = boss;
timer = 0;
burstTimer = 0;
spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
}
public override void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < duration && burstTimer >= burstInterval && _gameManager.PlayerPosition.HasValue)
{
spawner.SpawnTargetedBullet(Boss.GlobalPosition, _gameManager.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier as IBulletModifier);
burstTimer = 0;
}
}
public override bool IsComplete()
{
return timer >= duration;
}
}