extends Actor const PhysicsFunc = preload("res://src/Utilities/Physic/PhysicsFunc.gd") onready var players = get_tree().get_nodes_in_group("player") onready var vision_raycast: RayCast2D = $VisionRayCast onready var orientation: RayCast2D = $Orientation onready var feeler_raycast: RayCast2D = $FeelerRayCast onready var tilemap: TileMap = $"../%TileMap" onready var state_machine = $Statemachine onready var jump_timer: Timer onready var target_lost_timer: Timer onready var rng = RandomNumberGenerator.new() # Is given in blocks export var vision_distance := 6.0 export var attack_jump_range := 6.0 export var loose_target_seconds := 3.0 # Jump distance in blocks export var default_jump_distance := 3.0 export var default_jump_angle := 70.0 export var jump_time_search := 0.7 export var jump_time_hunt := 0.3 export var jump_time_standard_deviation := 0.1 # Also in blocks var movement_radius: float var anchor: Node2D var is_bound := false var was_restricted := false var barely_held_back_counter := 0 var has_reversed := false var food_sources = [] var target: Object = null var food_target: Object = null var start_x := 0.0 var in_air := false var is_hurt := false var stored_x_vel = 0.0 var current_delta = 0.0 var detect_timer := 0.0 var reversing_possible_searching := true # TODO Make parameters tunable!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1111!! func _ready(): default_jump_distance = default_jump_distance * tilemap.cell_size.x jump_timer = Timer.new() jump_timer.set_one_shot(true) jump_timer.connect("timeout", self, "jump") target_lost_timer = Timer.new() target_lost_timer.set_one_shot(true) target_lost_timer.connect("timeout", self, "loose_target") add_child(jump_timer) add_child(target_lost_timer) func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void: anchor = anchor_node movement_radius = radius * 24 is_bound = true func _on_StompDetector_body_entered(body: Node) -> void: if body.global_position.y > get_node("StompDetector").global_position.y: return if body.is_in_group("player"): remove_from_group("harmful") $StompDetector.remove_from_group("weakpoint") is_hurt = true func execute_movement(delta: float) -> void: # Navigation2DServer.map_get_path() current_delta = delta detect_timer += delta velocity.y += _gravity * delta if(is_bound): var next_position = global_position + velocity * current_delta var current_distance = global_position.distance_to(anchor.global_position) var new_distance = next_position.distance_to(anchor.global_position) # TODO Fix this in respects to x and y distances and movement dampening # Maybe use mathemathematics or something idfc if(current_distance >= movement_radius && new_distance > current_distance): velocity.x = velocity.x * 0.8 velocity.y = velocity.y * 0.8 was_restricted = true velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398,false) if(is_on_floor()): velocity = Vector2(0,0) # Reverse direction when hitting limit func die() -> void: levelState.kills += 1 queue_free() func _on_EnemySkin_area_entered(area:Area2D) -> void: if area.is_in_group("harmful"): get_node("EnemyBody").disabled = true die() func _on_EnemySkin_body_entered(body: Node) -> void: if body.is_in_group("frogfood"): loose_target() body.die() func searching() -> Vector2: if(detect_timer > 0.333): search_next_target() detect_timer = 0.0 if(is_on_floor()): if(jump_timer.is_stopped()): jump_timer.start(rng.randfn(jump_time_search, jump_time_standard_deviation)) if(in_air): in_air = false else: if(!in_air): start_x = global_position.x reversing_possible_searching = true jump_timer.stop() in_air = true return velocity func search_next_target(): if(target != null && !weakref(target).get_ref()): return detect_food() if(food_target == null): detect_player() func hunting() -> Vector2: var was_target_freed = !weakref(target).get_ref() if(detect_timer > 0.333): search_next_target() detect_timer = 0.0 #TODO Dependent on block size elif(is_on_floor() && food_target != null && !was_target_freed && global_position.distance_to(food_target.global_position) <= attack_jump_range * 24): var collider = check_feeler(food_target.global_position - global_position) if(!was_restricted && collider != null && collider.is_in_group("frogfood")): jump_timer.stop() return attack_jump(food_target.global_position) if(is_on_floor()): if(jump_timer.is_stopped()): jump_timer.start(rng.randfn(jump_time_hunt, jump_time_standard_deviation)) if(in_air): in_air = false else: if(!in_air): start_x = global_position.x reversing_possible_searching = true jump_timer.stop() in_air = true if(barely_held_back_counter > 1): barely_held_back_counter = 0 loose_target() if(target != null && !was_target_freed && sign((target.global_position - global_position).x) != get_facing_direction()): # TODO Waits in front of too small tunnels if it sees the target on the other side # It's ok behavior for now reverse_facing_direction() return velocity func detect_food() -> void: # TODO What if food spawns in food_sources = get_tree().get_nodes_in_group("frogfood") if(food_sources.empty()): return var i = 0 var min_dist_f_index = 0 var min_dist = (food_sources[0].global_position - global_position).length() var food_node = null for f in food_sources: var new_dist = (food_sources[i].global_position - global_position).length() min_dist = new_dist if new_dist < min_dist else min_dist min_dist_f_index = i if new_dist < min_dist else min_dist_f_index i += 1 food_node = food_sources[min_dist_f_index] #TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0 vision_raycast.cast_to = (food_node.global_position - global_position).normalized() * 24 * vision_distance var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to) vision_raycast.force_raycast_update() var collider = vision_raycast.get_collider() if(abs(ray_angle_to_facing) < PI/3 && collider != null && collider.is_in_group("frogfood")): target_lost_timer.stop() target = collider food_target = collider elif(target != null && target_lost_timer.is_stopped()): target_lost_timer.start(loose_target_seconds) func detect_player() -> void: var player if(players.empty()): print("no player found") return player = players[0] #TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0 vision_raycast.cast_to = (player.global_position - global_position - Vector2(0, 9)).normalized() * 24 * vision_distance var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to) vision_raycast.force_raycast_update() var collider = vision_raycast.get_collider() if(abs(ray_angle_to_facing) < PI/4 && collider != null && collider.is_in_group("player")): target_lost_timer.stop() target = collider elif(target != null && target_lost_timer.is_stopped()): target_lost_timer.start(loose_target_seconds) func sleeping() -> Vector2: jump_timer.stop() detect_player() return velocity func loose_target() -> void: print("frog target lost") target = null food_target = null func jump(): # print("jump calculation initiated") # Can only reverse once per jump calculation has_reversed = false var zero_vector = Vector2(0,0) var v: Vector2 = velocity_for_jump_distance(default_jump_distance, deg2rad(default_jump_angle)) v = correct_jump_direction(v) if(is_bound): var next_position = global_position + v * current_delta var current_distance = global_position.distance_to(anchor.global_position) var new_distance = next_position.distance_to(anchor.global_position) # print(current_distance) # print(new_distance) # Would go out of distance if((new_distance >= movement_radius && new_distance > current_distance) || (new_distance > current_distance && was_restricted)): if(state_machine.state == "hunting"): barely_held_back_counter += 1 if can_reverse_facing_direction() && (barely_held_back_counter == 0 || barely_held_back_counter > 1): reverse_facing_direction() was_restricted = false if (get_facing_direction() < 0 && $Left_Wallcast.is_colliding()): v = zero_vector if (get_facing_direction() > 0 && $Right_Wallcast.is_colliding()): v = zero_vector if ($Right_Wallcast.is_colliding() && $Left_Wallcast.is_colliding()): print("help this is a really tight space :(") return velocity v = correct_jump_direction(v) if(v != zero_vector): v = consider_jump_headspace(v) if(v != zero_vector): v = consider_jump_landing_space(v) if(v == zero_vector): # TODO fix that you could call jump from jumping on top # and let it fail if the top is dangerous for jump height or not safe v = consider_jumping_on_top() if(v == zero_vector && can_reverse_facing_direction()): reverse_facing_direction() velocity = v func correct_jump_direction(v: Vector2) -> Vector2: if sign(v.x) != get_facing_direction(): v.x *= -1 return v # Cast a ray to the highest point of the jump # Check the highest point for collision # Calculate safe jump height and then a safe jump velocity func consider_jump_headspace(v: Vector2) -> Vector2: var height = calculate_jump_height(v) var distance = calculate_jump_distance(v) var angle = (v * get_facing_direction()).angle() # Half distance is an estimate of the jumps apex() #TODO Consider sprite size for height var height_collider = check_feeler(Vector2(get_facing_direction()*(distance/2), -(height+23))) if(height_collider != null): var collision_point = feeler_raycast.get_collision_point() var target_height = collision_point.y - (feeler_raycast.global_position.y - 23) print(feeler_raycast.global_position) var new_angle = angle * (0.75 if target_height > -26 else 0.95) var new_distance = default_jump_distance * (0.66 if target_height > -26 else 0.75) v = velocity_for_jump_distance(new_distance, abs(new_angle)) v = correct_jump_direction(v) height = calculate_jump_height(v) * -1 distance = calculate_jump_distance(v) * get_facing_direction() if(height < target_height && can_reverse_facing_direction()): print("no safe height for frog jump") return Vector2(0,0) return v # Check the block in jump distance for danger or height # If danger check neighboring blocks: if still danger, then jump closer (or jump over) # If height move to distance which allows 1 block high jump func consider_jump_landing_space(v: Vector2) -> Vector2: var jump_distance = calculate_jump_distance(v) var jump_height = calculate_jump_height(v) var collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2)) # TODO Unpacked loop, make function or something? # Shortens the jump in steps to make it more safe if(!is_jump_path_safe(v, global_position) || collider != null): jump_distance = calculate_jump_distance(v) - 18 v = change_jump_distance(jump_distance, v) jump_height = calculate_jump_height(v) v = correct_jump_direction(v) collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2)) if(!is_jump_path_safe(v, global_position) || collider != null): jump_distance = calculate_jump_distance(v) - 12 v = change_jump_distance(jump_distance, v) jump_height = calculate_jump_height(v) v = correct_jump_direction(v) collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2)) if((!is_jump_path_safe(v, global_position) || collider != null) && can_reverse_facing_direction()): print("no safe landing space found") return Vector2(0,0) return v func consider_jumping_on_top() -> Vector2: var collider = check_feeler(Vector2(42 * get_facing_direction(),0)) var facing = 0 if get_facing_direction() >= 0 else - 1 if (collider == null): return Vector2(0,0) var local_position = tilemap.to_local(feeler_raycast.get_collision_point()) var map_position = tilemap.world_to_map(local_position) var tile_position = Vector2(map_position.x + facing, map_position.y) # TODO Here the climb height of frog is limited to one constantly if (tilemap.get_cell(tile_position.x, tile_position.y - 1) != -1 && #TODO 9 is the navigation tile! tilemap.get_cell(tile_position.x, tile_position.y - 1) != 9): return Vector2(0,0) var tile_upper_left_corner = tilemap.to_global(tilemap.map_to_world(tile_position)) var tile_upper_right_corner = Vector2(tile_upper_left_corner.x + tilemap.cell_size.x, tile_upper_left_corner.y) var jump_angle = 0 if(facing < 0): var frog_bottom_left_corner = Vector2($EnemyBody.global_position.x - $EnemyBody.shape.extents.x, $EnemyBody.global_position.y + $EnemyBody.shape.extents.y) jump_angle = frog_bottom_left_corner.angle_to_point(tile_upper_right_corner) else: var frog_bottom_right_corner = Vector2($EnemyBody.global_position.x + $EnemyBody.shape.extents.x, $EnemyBody.global_position.y + $EnemyBody.shape.extents.y) jump_angle = frog_bottom_right_corner.angle_to_point(tile_upper_left_corner) - PI if(abs(rad2deg(jump_angle)) < 78): return correct_jump_direction(velocity_for_jump_distance(default_jump_distance/2, abs(deg2rad(80)))) else: return velocity_for_jump_distance(10, abs(deg2rad(45))) * -1 * facing # Tries to shorten the jump, so that it lands in a tiles center func jump_to_tile_center(v: Vector2) -> Vector2: var distance = stepify(calculate_jump_distance(v), 0.01) if !is_equal_approx(fmod(abs(global_position.x + distance * get_facing_direction()), 24), 12): # print(distance) # print(global_position.x + distance) # print(fmod((global_position.x + distance), 24)) var new_distance = distance if(get_facing_direction() < 0): new_distance = fmod((global_position.x + distance), 24) - 12 + distance else: new_distance = distance + 12 - fmod((global_position.x + distance), 24) # print("centering distance") # print(new_distance) v = change_jump_distance(abs(new_distance), v) v = correct_jump_direction(v) return v # TODO Depends on Frog Shape and Tile Shape func is_jump_path_safe(v: Vector2, pos: Vector2) -> bool: var v0 = v.length() var angle = v.angle() var jump_distance = calculate_jump_distance(v) var harmful_nodes = get_tree().get_nodes_in_group("harmful") for node in harmful_nodes: var node_pos = node.global_position if abs(node_pos.x - pos.x) > abs(jump_distance) * 3 || abs(node_pos.x - pos.x) < 1: continue var node_y = node_pos.y - 12 var initial_throw_height = node_y - (global_position.y + 9) var term1 = (pow(v0, 2) * sin(2 * angle)) / (2 * _gravity) var term2 = ((v0 * cos(angle))/_gravity) * sqrt(pow(v0, 2) * pow(sin(angle), 2) + 2 * _gravity * initial_throw_height) var distance = abs(term1) + abs(term2) # print("distance to next spike") # print(pos.x + sign(v.x) * distance - node_pos.x) var safe_distance = 12 if (sign(initial_throw_height) < 0): safe_distance = 24 if(abs(pos.x + sign(v.x) * distance - node_pos.x) < safe_distance): return false return true func calculate_jump_height(v: Vector2) -> float: return abs((pow(v.length(), 2) * pow(sin(v.angle()), 2))/(2*_gravity)) # Only works for jumps on straight ground func calculate_jump_distance(v: Vector2) -> float: return abs((pow(v.length(), 2) * sin(-1 * 2 * v.angle()))/(_gravity)) func jump_height_to_velocity(target_height: float, v: Vector2) -> Vector2: var initial_height = calculate_jump_height(v) return v.normalized() * sqrt(pow(v.length(),2)/(initial_height/target_height)) # Changes a Vector for a jump to the targeted distance, keeping the angle func change_jump_distance(target_distance: float, v: Vector2) -> Vector2: var initial_distance = calculate_jump_distance(v) return v.normalized() * sqrt(pow(v.length(),2)/(initial_distance/target_distance)) # Takes an angle and a distance to calculate a jump launching at that angle and covering the distance func velocity_for_jump_distance(distance: float = default_jump_distance*24, angle: float = deg2rad(default_jump_angle)) -> Vector2: var abs_velocity = sqrt((distance * _gravity)/sin(2*angle)) return Vector2(abs_velocity,0).rotated(-1*angle) func can_reverse_facing_direction() -> bool: if(is_on_floor() && !has_reversed): return true return false # Returns a jump velocity that has the target_position in it's path func attack_jump(target_position: Vector2) -> Vector2: var target_vector = target_position - global_position target_vector = Vector2(abs(target_vector.x), target_vector.y) var jump_angle = target_vector.angle() var v = Vector2() # TODO Tunable parameters if jump_angle < deg2rad(-30): v = velocity_for_jump_distance(target_vector.x, deg2rad(default_jump_angle)) v = jump_height_to_velocity(abs(target_vector.y), v) else: v = velocity_for_jump_distance(target_vector.x * 1.5,deg2rad(45)) v = correct_jump_direction(v) return v # Checks the feeler ray for collisions and returns collider or null func check_feeler(v: Vector2, _offset = Vector2(0,0)) -> Object: var prev_position = feeler_raycast.position feeler_raycast.position += _offset feeler_raycast.cast_to = v feeler_raycast.force_raycast_update() var collider = feeler_raycast.get_collider() feeler_raycast.position = prev_position return collider func reverse_facing_direction() -> void: has_reversed = true print("reversing direction") orientation.cast_to.x *= -1 pass func get_facing_direction() -> float: return orientation.cast_to.x