Add hit component and effects; update player and enemy scenes to integrate hit feedback

This commit is contained in:
2025-05-16 14:22:20 +02:00
parent 907bb5226f
commit 811372d5d3
36 changed files with 1362 additions and 613 deletions

View File

@@ -4,6 +4,8 @@ extends Node
@export var sprite: Sprite2D
@export var health_component: HealthComponent
@export var hit_duration: float = 0.1
@export var hit_fx: GPUParticles2D
@export var flash_mode: bool = true
func _ready() -> void:
@@ -15,26 +17,41 @@ func _ready() -> void:
printerr("No sprite assigned!")
return
if sprite.material:
if sprite.material and flash_mode:
sprite.material = sprite.material.duplicate()
func activate() -> void:
if not flash_mode:
return
sprite.material.set_shader_parameter("enabled", true)
func deactivate() -> void:
if not flash_mode:
return
sprite.material.set_shader_parameter("enabled", false)
func on_health_change(delta: float, _total_health: float) -> void:
func on_health_change(delta: float, total_health: float) -> void:
if delta < 0:
activate()
await get_tree().create_timer(hit_duration).timeout
deactivate()
if total_health > 0:
handle_hit_fx()
func on_death() -> void:
activate()
await get_tree().create_timer(hit_duration).timeout
deactivate()
deactivate()
func handle_hit_fx() -> void:
if not hit_fx:
return
hit_fx.restart()
hit_fx.emitting = true

View File

@@ -7,9 +7,13 @@ extends Node
@export var acceleration: float = 8.0
@export var detection_area: Area2D
@export var max_turn_rate: float = 180.0
@export var wobble_strength := 5.0 # degrees
@export var drag := 0.98
@export var steering_lerp := 0.05 # low = sluggish
var target: Node2D = null
var velocity: Vector2 = Vector2.ZERO
var steering_direction: Vector2 = velocity.normalized()
var target: Node2D = null
var velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
@@ -33,11 +37,19 @@ func _physics_process(delta: float) -> void:
root.position += velocity * delta
return
var to_target := (target.global_position - root.global_position).normalized()
var angle_to_target := velocity.angle_to(to_target)
var to_target := (target.global_position - root.global_position).normalized()
steering_direction = steering_direction.lerp(to_target, steering_lerp)
var angle_to_target := velocity.angle_to(steering_direction)
var max_angle := deg_to_rad(max_turn_rate) * delta
var clamped_angle = clamp(angle_to_target, - max_angle, max_angle)
velocity = velocity.rotated(clamped_angle).normalized() * velocity.length()
var wobble := deg_to_rad(randf_range(-wobble_strength, wobble_strength))
clamped_angle += wobble
velocity = velocity.rotated(clamped_angle)
velocity *= drag
var desired_speed = min(max_speed, velocity.length() + acceleration * delta)
velocity = velocity.normalized() * desired_speed

View File

@@ -91,4 +91,4 @@ func handle_direction(input_dir: float) -> Vector2:
return Vector2.RIGHT
elif input_dir < 0:
return Vector2.LEFT
return last_direction
return last_direction