Blobby/src/Actors/Enemies/Beings/WhatAreFrog.gd

543 lines
21 KiB
GDScript

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()
onready var invincible_shader = preload("res://src/Actors/Blobby/InvincibleShader.tres")
# 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 := 4.0
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
# TODO Make constant for project
export var block_size := 16
# 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
var attached_player = null
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)
# TODO Stays harmless for now
#if(is_bound): add_to_group("harmful")
$LeashAnchor.visible = is_bound
func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
anchor = anchor_node
movement_radius = radius * block_size
is_bound = true
$LeashAnchor.visible = true
func _on_StompDetector_body_entered(body: Node) -> void:
if body.is_in_group("player"):
attached_player = body
$FeelerRayCast.collision_mask -= 1
if !body.is_in_group("player") || is_hurt:
return
var incoming_vel_vector: Vector2 = body.velocity.normalized()
# TODO This is not the right angle somehow
# print(rad2deg(abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation)))))
# if abs(incoming_vel_vector.angle_to(\Vector2.DOWN.rotated(rotation))) > deg2rad(60):
# print("too shallow entry")
# return
signalManager.emit_signal("got_stomped")
remove_from_group("harmful")
# TODO Weakpoint group is not needed per se
$StompDetector.remove_from_group("weakpoint")
get_node("EnemyBody").disabled = true
is_hurt = true
$FrogSprite.material = invincible_shader
$HurtTimer.start()
func _on_StompDetector_body_exited(body: Node) -> void:
if attached_player == body:
$FeelerRayCast.collision_mask += 1
attached_player = null
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 && is_bound):
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 * block_size):
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() * block_size * 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() * block_size * 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 ($Right_Wallcast.is_colliding() && $Left_Wallcast.is_colliding()):
# TODO No idea what it might do in these situations
print("help this is a really tight space :(")
elif (get_facing_direction() < 0 && $Left_Wallcast.is_colliding()):
v = zero_vector
elif (get_facing_direction() > 0 && $Right_Wallcast.is_colliding()):
v = zero_vector
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()
# if attached_player != null && v != zero_vector:
# move_with_player(v)
velocity = v
#func move_with_player(v: Vector2):
# print(v)
# attached_player.move_and_slide(v * 10)
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) - block_size/1.5
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) - block_size/2.0
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()):
# Can be printed when frog would jump into a wall too
print("at wall or no safe landing spot")
return Vector2(0,0)
return v
func consider_jumping_on_top() -> Vector2:
var collider = check_feeler(Vector2(42 * get_facing_direction(),0))
# 0 just for tile coordinate calculation
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 - 1)
# TODO Here the climb height of frog is limited to one constantly
var cell_id = tilemap.get_cell(tile_position.x, tile_position.y - 1)
if (cell_id != -1 &&
#TODO 0 is the navigation tile, but thats subject to change!
cell_id != 7):
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:
var v = velocity_for_jump_distance(block_size/1.5, abs(deg2rad(45)))
return Vector2(v.x * -1 * get_facing_direction(), v.y)
# 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()), block_size), (block_size/2.0)):
# print(distance)
# print(global_position.x + distance)
# print(fmod((global_position.x + distance), block_size))
var new_distance = distance
if(get_facing_direction() < 0):
new_distance = fmod((global_position.x + distance), block_size) - (block_size/2.0) + distance
else:
new_distance = distance + block_size/2.0 - fmod((global_position.x + distance), block_size)
# 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")
harmful_nodes.append_array(get_tree().get_nodes_in_group("pit"))
for node in harmful_nodes:
var node_pos = node.global_position
# TODO Ignores spikes more than 4 blocks below and 3 jumps away
# Also when its too near to one
if (abs(node_pos.x - pos.x) > abs(jump_distance) * 3
||abs(node_pos.y - pos.y) > block_size * 4
|| abs(node_pos.x - pos.x) < 1):
continue
var node_y = node_pos.y - block_size/2.0
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 = block_size/2.0
if (sign(initial_throw_height) < 0):
safe_distance = block_size
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*block_size, 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
func get_facing_direction() -> float:
return orientation.cast_to.x
func _on_HurtTimer_timeout() -> void:
is_hurt = false
#if(is_bound): add_to_group("harmful")
$FrogSprite.material = null