This commit is contained in:
Marek Le
2026-03-29 22:58:23 +02:00
parent b9ed399d34
commit 80a65fa555
19 changed files with 217 additions and 58 deletions

28
plan.md
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@@ -2,6 +2,7 @@
## Szenenbaum ## Szenenbaum
- Welt - Welt
- Player - Player
- Portal
- Gegner - Gegner
- HUD - HUD
@@ -16,6 +17,7 @@
- Kollision (StaticBody3D, WorldBoundaryShape3D) - Kollision (StaticBody3D, WorldBoundaryShape3D)
- Licht (DirectionalLight3D, 45°, Schatten) - Licht (DirectionalLight3D, 45°, Schatten)
- Spieler (Instanz von player.tscn) - Spieler (Instanz von player.tscn)
- Portal (Instanz von portal.tscn)
- HUD (Instanz von hud.tscn) - HUD (Instanz von hud.tscn)
- player.tscn — Spieler - player.tscn — Spieler
@@ -41,6 +43,19 @@
- ClassIcon (Label, Klassen-Symbol: T=Tank, D=Schaden, H=Heiler) - ClassIcon (Label, Klassen-Symbol: T=Tank, D=Schaden, H=Heiler)
- Ability 1-5 - Ability 1-5
- portal.tscn — Portal (Gegner-Spawner, anvisierbar, Gruppe "targetable")
- StaticBody3D (portal.gd)
- Kollision (CylinderShape3D)
- Mesh (CylinderMesh, Platzhalter)
- Health (Node, health.gd)
- HitArea (Area3D, Trefferbereich)
- CollisionShape3D
- PortalSpawner (Node, portal_spawner.gd)
- Spawnt 3 Gegner bei 85%, 70%, 55%, 40%, 25%, 10% Leben (einmalig)
- Portal = Spawnpunkt der Gegner
- 10m Aggro-Radius um das Portal
- Healthbar (Sprite3D + SubViewport, healthbar.gd)
- enemy.tscn — Gegner - enemy.tscn — Gegner
- CharacterBody3D (enemy.gd) - CharacterBody3D (enemy.gd)
- Kollision (CapsuleShape3D) - Kollision (CapsuleShape3D)
@@ -55,7 +70,7 @@
- EnemyMovement (Node, enemy_movement.gd) - EnemyMovement (Node, enemy_movement.gd)
- EnemyCombat (Node, enemy_combat.gd) - EnemyCombat (Node, enemy_combat.gd)
- EnemyAggro (Node, enemy_aggro.gd) - EnemyAggro (Node, enemy_aggro.gd)
- Healthbar (Sprite3D + SubViewport, über dem Gegner, enemy_healthbar.gd) - Healthbar (Sprite3D + SubViewport, über dem Gegner, healthbar.gd)
- SubViewport - SubViewport
- Border (ColorRect, gelb, sichtbar bei Anvisierung) - Border (ColorRect, gelb, sichtbar bei Anvisierung)
- HealthBar (ProgressBar, grün) - HealthBar (ProgressBar, grün)
@@ -71,9 +86,11 @@
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD - 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: 4x Single + 2x AOE um Ziel, 30s CD, GCD - 4 Ult: 4x Single + 2x AOE um Ziel, 30s CD, GCD
- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD) - 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner - targeting.gd — Klick/TAB anvisieren (Gruppe "targetable"), Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
- event_bus.gd — Autoload-Singleton, globale Signals - event_bus.gd — Autoload-Singleton, globale Signals
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m - portal.gd — Portal-Kern, Gruppe "targetable", kein Kampf/Aggro/State
- portal_spawner.gd — Spawnt Gegner bei Lebensschwellen, setzt Portal als Spawnpunkt
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m, Gruppe "enemies" + "targetable"
- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt - enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
- enemy_combat.gd — Angriff über Event (damage_requested) - enemy_combat.gd — Angriff über Event (damage_requested)
- enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro - enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro
@@ -81,13 +98,15 @@
- Heilung = Aggro (0.5x) - Heilung = Aggro (0.5x)
- Tank = Aggro-Multiplikator (2x) - Tank = Aggro-Multiplikator (2x)
- Aggro verfällt -1/s - Aggro verfällt -1/s
- Außerhalb 10m Portal-Radius: Aggro verfällt 1% * 2 je s (1%, 2%, 4%, 8%, ...)
- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert 10% Leben/s bis 100%, dann 1%/s
- Bei Spieler-Tod → Aggro auf 0 - Bei Spieler-Tod → Aggro auf 0
- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar) - health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
- shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar) - shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar)
- player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet - player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll - respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer - hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist - healthbar.gd — Liest Health/Shield (optional) vom Parent, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist (nur bei Gegnern)
## Abilities (Resources) ## Abilities (Resources)
- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute() - ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
@@ -113,3 +132,4 @@
- respawn_tick(timer) — Respawn-Countdown Update - respawn_tick(timer) — Respawn-Countdown Update
- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert - enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert
- cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD - cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD
- portal_spawn(portal, enemies) — Portal hat Gegner gespawnt

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@@ -3,7 +3,7 @@
[ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"] [ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"] [ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"] [ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_healthbar.gd" id="4"] [ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"] [ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"] [ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"] [ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]

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@@ -4,14 +4,14 @@
[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"] [ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"]
[ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"] [ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"]
[ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"] [ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="5"] [ext_resource type="Script" uid="uid://b053b4fkkeaod" path="res://scripts/components/health.gd" id="5"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="6"] [ext_resource type="Script" uid="uid://bpfw71oprcvou" path="res://scripts/components/shield.gd" id="6"]
[ext_resource type="Script" path="res://scripts/player/targeting.gd" id="8"] [ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"]
[ext_resource type="Script" path="res://scripts/player/respawn.gd" id="9"] [ext_resource type="Script" uid="uid://dw3dtax5bx0of" path="res://scripts/player/respawn.gd" id="9"]
[ext_resource type="Script" path="res://scripts/player/player_class.gd" id="10"] [ext_resource type="Script" uid="uid://rus4umqvvqq4" path="res://scripts/player/player_class.gd" id="10"]
[ext_resource type="Resource" path="res://resources/ability_sets/tank_set.tres" id="11"] [ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://resources/ability_sets/tank_set.tres" id="11"]
[ext_resource type="Resource" path="res://resources/ability_sets/damage_set.tres" id="12"] [ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://resources/ability_sets/damage_set.tres" id="12"]
[ext_resource type="Resource" path="res://resources/ability_sets/healer_set.tres" id="13"] [ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://resources/ability_sets/healer_set.tres" id="13"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.3 radius = 0.3
@@ -43,19 +43,19 @@ script = ExtResource("3")
[node name="Combat" type="Node" parent="." unique_id=1754235583] [node name="Combat" type="Node" parent="." unique_id=1754235583]
script = ExtResource("4") script = ExtResource("4")
[node name="Targeting" type="Node" parent="."] [node name="Targeting" type="Node" parent="." unique_id=592540710]
script = ExtResource("8") script = ExtResource("8")
[node name="Health" type="Node" parent="."] [node name="Health" type="Node" parent="." unique_id=1872357630]
script = ExtResource("5") script = ExtResource("5")
[node name="Shield" type="Node" parent="."] [node name="Shield" type="Node" parent="." unique_id=716948065]
script = ExtResource("6") script = ExtResource("6")
[node name="Respawn" type="Node" parent="."] [node name="Respawn" type="Node" parent="." unique_id=1562314386]
script = ExtResource("9") script = ExtResource("9")
[node name="PlayerClass" type="Node" parent="."] [node name="PlayerClass" type="Node" parent="." unique_id=134158295]
script = ExtResource("10") script = ExtResource("10")
tank_set = ExtResource("11") tank_set = ExtResource("11")
damage_set = ExtResource("12") damage_set = ExtResource("12")

78
scenes/portal/portal.tscn Normal file
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@@ -0,0 +1,78 @@
[gd_scene format=3]
[ext_resource type="Script" path="res://scripts/portal/portal.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="3"]
[ext_resource type="Script" path="res://scripts/portal/portal_spawner.gd" id="4"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_1"]
radius = 1.0
height = 2.0
[sub_resource type="CylinderShape3D" id="CylinderShape3D_2"]
radius = 1.0
height = 2.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.5, 0.1, 0.8, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_1"]
top_radius = 1.0
bottom_radius = 1.0
height = 2.0
material = SubResource("StandardMaterial3D_1")
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"]
bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1)
[node name="Portal" type="StaticBody3D"]
script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CylinderShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CylinderMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
max_health = 500.0
[node name="HitArea" type="Area3D" parent="."]
collision_layer = 4
collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
shape = SubResource("CylinderShape3D_2")
[node name="PortalSpawner" type="Node" parent="."]
script = ExtResource("4")
[node name="Healthbar" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
billboard = 1
pixel_size = 0.01
script = ExtResource("3")
[node name="SubViewport" type="SubViewport" parent="Healthbar"]
transparent_bg = true
size = Vector2i(104, 15)
[node name="Border" type="ColorRect" parent="Healthbar/SubViewport"]
offset_right = 104.0
offset_bottom = 15.0
color = Color(1, 0.9, 0.2, 1)
[node name="HealthBar" type="ProgressBar" parent="Healthbar/SubViewport"]
offset_left = 2.0
offset_top = 2.0
offset_right = 102.0
offset_bottom = 13.0
theme_override_styles/background = SubResource("StyleBoxFlat_health_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
max_value = 500.0
value = 500.0
show_percentage = false

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@@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://dy1icabu2ssbw"] [gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="enemy"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"] [ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
[ext_resource type="PackedScene" path="res://scenes/portal/portal.tscn" id="portal"]
[ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"] [ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"] [sub_resource type="NavigationMesh" id="NavigationMesh_1"]
@@ -51,14 +51,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -7)
[node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")] [node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")]
[node name="Enemy1" parent="." unique_id=1152011787 instance=ExtResource("enemy")] [node name="Portal" parent="." instance=ExtResource("portal")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 5) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, 5)
[node name="Enemy2" parent="." unique_id=877649363 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 5)
[node name="Enemy3" parent="." unique_id=1831736748 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 7)
[node name="Enemy4" parent="." unique_id=1818643429 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 7)

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@@ -2,19 +2,24 @@ extends Sprite3D
@onready var viewport: SubViewport = $SubViewport @onready var viewport: SubViewport = $SubViewport
@onready var health_bar: ProgressBar = $SubViewport/HealthBar @onready var health_bar: ProgressBar = $SubViewport/HealthBar
@onready var shield_bar: ProgressBar = $SubViewport/ShieldBar
@onready var border: ColorRect = $SubViewport/Border @onready var border: ColorRect = $SubViewport/Border
@onready var health: Node = get_parent().get_node("Health") @onready var health: Node = get_parent().get_node("Health")
@onready var shield: Node = get_parent().get_node("Shield") @onready var parent_node: Node = get_parent()
@onready var enemy: CharacterBody3D = get_parent()
var shield: Node = null
var shield_bar: ProgressBar = null
var style_normal: StyleBoxFlat var style_normal: StyleBoxFlat
var style_aggro: StyleBoxFlat var style_aggro: StyleBoxFlat
func _ready() -> void: func _ready() -> void:
texture = viewport.get_texture() texture = viewport.get_texture()
health_bar.max_value = health.max_health health_bar.max_value = health.max_health
shield = get_parent().get_node_or_null("Shield")
shield_bar = $SubViewport.get_node_or_null("ShieldBar")
if shield and shield_bar:
shield_bar.max_value = shield.max_shield shield_bar.max_value = shield.max_shield
elif shield_bar:
shield_bar.visible = false
border.visible = false border.visible = false
style_normal = health_bar.get_theme_stylebox("fill").duplicate() style_normal = health_bar.get_theme_stylebox("fill").duplicate()
style_aggro = style_normal.duplicate() style_aggro = style_normal.duplicate()
@@ -23,9 +28,10 @@ func _ready() -> void:
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
health_bar.value = health.current_health health_bar.value = health.current_health
if shield and shield_bar:
shield_bar.value = shield.current_shield shield_bar.value = shield.current_shield
var player: Node = get_tree().get_first_node_in_group("player") var player: Node = get_tree().get_first_node_in_group("player")
if player and enemy.target == player: if player and "target" in parent_node and parent_node.target == player:
health_bar.add_theme_stylebox_override("fill", style_aggro) health_bar.add_theme_stylebox_override("fill", style_aggro)
else: else:
health_bar.add_theme_stylebox_override("fill", style_normal) health_bar.add_theme_stylebox_override("fill", style_normal)

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@@ -0,0 +1 @@
uid://d1w7vm7t3k3ts

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@@ -5,6 +5,7 @@ enum State { IDLE, CHASE, ATTACK, RETURN }
var state: int = State.IDLE var state: int = State.IDLE
var target: Node3D = null var target: Node3D = null
var spawn_position: Vector3 var spawn_position: Vector3
var portal: Node3D = null
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var health: Node = $Health @onready var health: Node = $Health
@@ -12,6 +13,7 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready() -> void: func _ready() -> void:
spawn_position = global_position spawn_position = global_position
add_to_group("enemies") add_to_group("enemies")
add_to_group("targetable")
EventBus.entity_died.connect(_on_entity_died) EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void: func _on_entity_died(entity: Node) -> void:
@@ -39,7 +41,7 @@ func _engage(new_target: Node3D) -> void:
func _alert_nearby() -> void: func _alert_nearby() -> void:
var enemies := get_tree().get_nodes_in_group("enemies") var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies: for enemy in enemies:
if enemy != self and is_instance_valid(enemy): if enemy != self and is_instance_valid(enemy) and "state" in enemy:
if enemy.state == enemy.State.IDLE: if enemy.state == enemy.State.IDLE:
var dist: float = global_position.distance_to(enemy.global_position) var dist: float = global_position.distance_to(enemy.global_position)
if dist <= 3.0: if dist <= 3.0:

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@@ -1,7 +1,9 @@
extends Node extends Node
const AGGRO_DECAY := 1.0 const AGGRO_DECAY := 1.0
const PORTAL_RADIUS := 10.0
var aggro_table: Dictionary = {} var aggro_table: Dictionary = {}
var seconds_outside := 0.0
@onready var enemy: CharacterBody3D = get_parent() @onready var enemy: CharacterBody3D = get_parent()
@@ -10,15 +12,32 @@ func _ready() -> void:
EventBus.entity_died.connect(_on_entity_died) EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void: func _process(delta: float) -> void:
var outside_portal := false
if enemy.portal and is_instance_valid(enemy.portal):
var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position)
if dist_to_portal > PORTAL_RADIUS:
outside_portal = true
seconds_outside += delta
else:
seconds_outside = 0.0
for player in aggro_table.keys(): for player in aggro_table.keys():
aggro_table[player] -= AGGRO_DECAY * delta var decay: float = AGGRO_DECAY * delta
if outside_portal:
var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
decay += bonus_decay
aggro_table[player] -= decay
if aggro_table[player] <= 0: if aggro_table[player] <= 0:
aggro_table.erase(player) aggro_table.erase(player)
var top_target: Node = _get_top_target() var top_target: Node = _get_top_target()
if top_target and top_target != enemy.target: if top_target and top_target != enemy.target:
enemy.target = top_target enemy.target = top_target
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN: if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
enemy.state = enemy.State.CHASE enemy.state = enemy.State.CHASE
elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
enemy.target = null
enemy.state = enemy.State.RETURN
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void: func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
if target != enemy: if target != enemy:

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@@ -1 +0,0 @@
uid://dwqx03nfypa7u

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@@ -1,13 +1,14 @@
extends Node extends Node
const SPEED := 3.0 const SPEED := 3.0
const LEASH_RANGE := 15.0
const ATTACK_RANGE := 2.0 const ATTACK_RANGE := 2.0
const REGEN_FAST := 0.10
const REGEN_SLOW := 0.01
@onready var enemy: CharacterBody3D = get_parent() @onready var enemy: CharacterBody3D = get_parent()
@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D") @onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
func _physics_process(_delta: float) -> void: func _physics_process(delta: float) -> void:
match enemy.state: match enemy.state:
enemy.State.IDLE: enemy.State.IDLE:
enemy.velocity.x = 0 enemy.velocity.x = 0
@@ -15,17 +16,12 @@ func _physics_process(_delta: float) -> void:
enemy.State.CHASE: enemy.State.CHASE:
_chase() _chase()
enemy.State.RETURN: enemy.State.RETURN:
_return_to_spawn() _return_to_spawn(delta)
func _chase() -> void: func _chase() -> void:
if not is_instance_valid(enemy.target): if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN enemy.state = enemy.State.RETURN
return return
var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
if dist_to_spawn > LEASH_RANGE:
enemy.state = enemy.State.RETURN
enemy.target = null
return
var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position) var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
if dist_to_target <= ATTACK_RANGE: if dist_to_target <= ATTACK_RANGE:
enemy.state = enemy.State.ATTACK enemy.state = enemy.State.ATTACK
@@ -37,7 +33,7 @@ func _chase() -> void:
enemy.velocity.x = direction.x * SPEED enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED enemy.velocity.z = direction.z * SPEED
func _return_to_spawn() -> void: func _return_to_spawn(delta: float) -> void:
var dist := enemy.global_position.distance_to(enemy.spawn_position) var dist := enemy.global_position.distance_to(enemy.spawn_position)
if dist < 1.0: if dist < 1.0:
enemy.state = enemy.State.IDLE enemy.state = enemy.State.IDLE
@@ -50,3 +46,13 @@ func _return_to_spawn() -> void:
direction.y = 0 direction.y = 0
enemy.velocity.x = direction.x * SPEED enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED enemy.velocity.z = direction.z * SPEED
_regenerate(delta)
func _regenerate(delta: float) -> void:
var health: Node = enemy.get_node("Health")
if health.current_health < health.max_health:
var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW
if health.current_health >= health.max_health * 0.99:
rate = REGEN_SLOW
health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health)
EventBus.health_changed.emit(enemy, health.current_health, health.max_health)

View File

@@ -14,3 +14,4 @@ signal shield_changed(entity, current, max_val)
signal respawn_tick(timer) signal respawn_tick(timer)
signal enemy_engaged(enemy, target) signal enemy_engaged(enemy, target)
signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer) signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
signal portal_spawn(portal, enemies)

View File

@@ -1,6 +1,6 @@
extends Node extends Node
const GCD_TIME := 1.0 const GCD_TIME := 0.5
@onready var player: CharacterBody3D = get_parent() @onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting") @onready var targeting: Node = get_parent().get_node("Targeting")

View File

@@ -1,6 +1,6 @@
extends CanvasLayer extends CanvasLayer
const GCD_TIME := 1.0 const GCD_TIME := 0.5
@onready var health_bar: ProgressBar = $HealthBar @onready var health_bar: ProgressBar = $HealthBar
@onready var shield_bar: ProgressBar = $ShieldBar @onready var shield_bar: ProgressBar = $ShieldBar

View File

@@ -49,16 +49,16 @@ func _try_target_under_mouse(mouse_pos: Vector2) -> void:
set_target(null) set_target(null)
func _cycle_target() -> void: func _cycle_target() -> void:
var enemies := get_tree().get_nodes_in_group("enemies") var targets := get_tree().get_nodes_in_group("targetable")
if enemies.is_empty(): if targets.is_empty():
set_target(null) set_target(null)
return return
if current_target == null or current_target not in enemies: if current_target == null or current_target not in targets:
set_target(enemies[0]) set_target(targets[0])
return return
var idx := enemies.find(current_target) var idx := targets.find(current_target)
var next_idx := (idx + 1) % enemies.size() var next_idx := (idx + 1) % targets.size()
set_target(enemies[next_idx]) set_target(targets[next_idx])
func set_target(target: Node3D) -> void: func set_target(target: Node3D) -> void:
current_target = target current_target = target

4
scripts/portal/portal.gd Normal file
View File

@@ -0,0 +1,4 @@
extends StaticBody3D
func _ready() -> void:
add_to_group("targetable")

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@@ -0,0 +1 @@
uid://byjxj4mq84gki

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@@ -0,0 +1,30 @@
extends Node
const SPAWN_COUNT := 3
var thresholds := [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = [false, false, false, false, false, false]
var enemy_scene: PackedScene = preload("res://scenes/enemy/enemy.tscn")
@onready var portal: StaticBody3D = get_parent()
@onready var health: Node = get_parent().get_node("Health")
func _process(_delta: float) -> void:
if health.current_health <= 0:
return
var ratio: float = health.current_health / health.max_health
for i in range(thresholds.size()):
if not triggered[i] and ratio <= thresholds[i]:
triggered[i] = true
_spawn_enemies()
func _spawn_enemies() -> void:
var spawned: Array = []
for j in range(SPAWN_COUNT):
var enemy: CharacterBody3D = enemy_scene.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
portal.get_parent().add_child(enemy)
enemy.global_position = portal.global_position + offset
enemy.spawn_position = portal.global_position
enemy.portal = portal
spawned.append(enemy)
EventBus.portal_spawn.emit(portal, spawned)

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@@ -0,0 +1 @@
uid://begrg74oh76pu