Mejoras en el manejo del personaje, enemigo de pruebas

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ankdev committed 2026-10-01 16:39:07 +02:00
1 parent 1b797a3e90
commit e93efc533b
21 files changed
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@@ -11,40 +11,136 @@ signal died
const PLAYER_HURTBOX_MASK: int = 1 << 3
enum AttackState {
IDLE,
WINDUP,
ACTIVE,
RECOVERY,
}
# ============================================================================
# MOVEMENT
# ============================================================================
@export_category("Movement")
@export var move_speed: float = 85.0
@export var max_fall_speed: float = 1200.0
# ============================================================================
# COMBAT
# ============================================================================
@export_category("Combat")
@export_range(1, 100, 1) var max_health: int = 3
@export_range(0, 100, 1) var contact_damage: int = 1
@export var contact_damage_interval: float = 0.45
@export_range(0, 100, 1) var attack_damage: int = 1
## Minimum time between the beginning of two attacks.
@export var attack_interval: float = 2.0
## Horizontal distance at which the Walker stops chasing and prepares a hit.
## This is intentionally wider than the final hitbox so entering range does not
## mean taking unavoidable damage.
@export var attack_trigger_distance: float = 125.0
## Keeps the Walker from starting a ground attack against a player far above or
## below it.
@export var attack_vertical_tolerance: float = 70.0
## Readable pause before the dangerous part of the attack starts. During this
## time the direction is locked, so moving behind the enemy is a valid dodge.
@export var attack_windup_duration: float = 0.35
## Duration of the actual hit. The hitbox sweeps forward during this window.
@export var attack_duration: float = 0.22
## Small recovery after the hit before the enemy can move again.
@export var attack_recovery_duration: float = 0.30
## Where the hitbox starts, relative to the enemy while facing right.
@export var attack_start_offset: Vector2 = Vector2(34.0, 0.0)
## Furthest horizontal position reached by the moving hitbox.
@export var attack_reach: float = 105.0
## A successful player hit briefly interrupts the Walker. This makes attacking
## during its windup useful instead of forcing an unavoidable damage trade.
@export var hit_stun_duration: float = 0.18
# ============================================================================
# RESPAWN
# ============================================================================
@export_category("Respawn")
## Enough downtime to make defeating an enemy meaningful before it comes back.
@export var respawn_delay: float = 5.0
# ============================================================================
# DEBUG
# ============================================================================
@export_category("Debug")
## Enabled while the enemy has no final sprite/animation. The grey rectangle is
## the temporary body; red overlays are the gameplay hurtbox/contact hitbox.
## the temporary body. Red overlays are the hurtbox and active attack hitbox.
## The orange area during windup previews the complete attack sweep.
@export var show_debug_hitboxes: bool = true
# ============================================================================
# NODES
# ============================================================================
@onready var body_collision: CollisionShape2D = $CollisionShape2D
@onready var hurtbox_collision: CollisionShape2D = $Hurtbox/CollisionShape2D
@onready var contact_hitbox: Area2D = $ContactHitbox
@onready var contact_collision: CollisionShape2D = $ContactHitbox/CollisionShape2D
@onready var attack_hitbox: Area2D = $AttackHitbox
@onready var attack_collision: CollisionShape2D = $AttackHitbox/CollisionShape2D
@onready var floor_probe: RayCast2D = $FloorProbe
@onready var visibility_notifier: VisibleOnScreenNotifier2D = $VisibleOnScreenNotifier2D
# ============================================================================
# RUNTIME STATE
# ============================================================================
var current_health: int
var move_direction: float = -1.0
var contact_damage_timer: float = 0.0
var facing_direction: float = -1.0
var attack_state: int = AttackState.IDLE
var attack_phase_timer: float = 0.0
var attack_cooldown_timer: float = 0.0
var attack_direction: float = -1.0
var hit_stun_timer: float = 0.0
var is_awake: bool = false
var is_dead: bool = false
var spawn_position: Vector2
var target: Node2D
## Prevents one sweep from damaging the same target once per physics frame.
var attack_hit_targets: Dictionary = {}
func _ready() -> void:
spawn_position = global_position
current_health = max_health
contact_hitbox.collision_layer = 0
contact_hitbox.collision_mask = PLAYER_HURTBOX_MASK
contact_hitbox.monitoring = true
_update_floor_probe()
target = get_tree().get_first_node_in_group(&"player") as Node2D
attack_hitbox.collision_layer = 0
attack_hitbox.collision_mask = PLAYER_HURTBOX_MASK
attack_hitbox.monitoring = true
visibility_notifier.screen_entered.connect(_wake_up)
_update_facing()
_reset_attack_hitbox_position()
queue_redraw()
@@ -52,20 +148,80 @@ func _physics_process(delta: float) -> void:
if is_dead:
return
contact_damage_timer = max(contact_damage_timer - delta, 0.0)
_update_timers(delta)
_apply_gravity(delta)
_turn_before_ledge()
velocity.x = move_direction * move_speed
# The enemy deliberately does nothing until the camera has shown it once.
# After waking up it stays active, even if the player later runs away from
# the screen area where the enemy was first seen.
if not is_awake:
velocity.x = 0.0
move_and_slide()
queue_redraw()
return
_acquire_target_if_needed()
if target == null:
velocity.x = 0.0
move_and_slide()
queue_redraw()
return
# Being hit pauses both movement and attack for only a few frames. The
# cooldown keeps running, so interrupting an attack does not make the enemy
# immediately start another one.
if hit_stun_timer > 0.0:
velocity.x = 0.0
move_and_slide()
queue_redraw()
return
if attack_state == AttackState.IDLE:
_update_idle_behaviour()
else:
_update_attack(delta)
move_and_slide()
if is_on_wall():
_turn_around()
_damage_player_on_contact()
queue_redraw()
# ============================================================================
# ACTIVATION AND TARGETING
# ============================================================================
func _wake_up() -> void:
is_awake = true
func _acquire_target_if_needed() -> void:
if target != null and is_instance_valid(target):
return
target = get_tree().get_first_node_in_group(&"player") as Node2D
func _face_target() -> void:
var direction_to_target: float = signf(target.global_position.x - global_position.x)
if direction_to_target == 0.0 or direction_to_target == facing_direction:
return
facing_direction = direction_to_target
_update_facing()
func _update_facing() -> void:
# The ledge probe follows the current movement direction. Attack direction is
# stored separately once a windup starts so the enemy cannot rotate mid-hit.
floor_probe.position.x = abs(floor_probe.position.x) * facing_direction
if attack_state == AttackState.IDLE:
_reset_attack_hitbox_position()
# ============================================================================
# MOVEMENT
# ============================================================================
func _apply_gravity(delta: float) -> void:
if is_on_floor():
return
@@ -74,35 +230,158 @@ func _apply_gravity(delta: float) -> void:
velocity.y = min(velocity.y, max_fall_speed)
func _turn_before_ledge() -> void:
# The ray sits just in front of the feet. If it stops finding floor while the
# enemy is grounded, turning here prevents the basic walker from suiciding
# off every platform.
if is_on_floor() and not floor_probe.is_colliding():
_turn_around()
func _update_idle_behaviour() -> void:
_face_target()
func _turn_around() -> void:
move_direction *= -1.0
_update_floor_probe()
func _update_floor_probe() -> void:
floor_probe.position.x = abs(floor_probe.position.x) * move_direction
func _damage_player_on_contact() -> void:
if contact_damage_timer > 0.0:
if attack_cooldown_timer <= 0.0 and _is_target_in_attack_trigger():
_start_attack()
return
for area in contact_hitbox.get_overlapping_areas():
var target: Node = area.get_parent()
if target != null and target.has_method("take_damage"):
target.take_damage(contact_damage, global_position)
contact_damage_timer = contact_damage_interval
return
_chase_target()
func _chase_target() -> void:
# Do not blindly walk off a platform while chasing. Proper pathfinding is
# intentionally postponed until levels actually require it.
if is_on_floor() and not floor_probe.is_colliding():
velocity.x = 0.0
return
if is_on_wall():
velocity.x = 0.0
return
velocity.x = facing_direction * move_speed
# ============================================================================
# ATTACK
# ============================================================================
func _is_target_in_attack_trigger() -> bool:
var offset_to_target: Vector2 = target.global_position - global_position
return (
abs(offset_to_target.x) <= attack_trigger_distance
and abs(offset_to_target.y) <= attack_vertical_tolerance
)
func _start_attack() -> void:
# Lock the direction here. During windup/active frames the player can dodge
# behind the enemy without the hitbox snapping around to follow them.
_face_target()
attack_direction = facing_direction
attack_state = AttackState.WINDUP
attack_phase_timer = attack_windup_duration
attack_cooldown_timer = attack_interval
attack_hit_targets.clear()
velocity.x = 0.0
_reset_attack_hitbox_position()
func _update_attack(delta: float) -> void:
velocity.x = 0.0
match attack_state:
AttackState.WINDUP:
_update_attack_windup(delta)
AttackState.ACTIVE:
_update_active_attack(delta)
AttackState.RECOVERY:
_update_attack_recovery(delta)
func _update_attack_windup(delta: float) -> void:
attack_phase_timer = max(attack_phase_timer - delta, 0.0)
if attack_phase_timer > 0.0:
return
attack_state = AttackState.ACTIVE
attack_phase_timer = attack_duration
_set_attack_hitbox_progress(0.0)
func _update_active_attack(delta: float) -> void:
attack_phase_timer = max(attack_phase_timer - delta, 0.0)
# Sweep the actual physics hitbox from close to the enemy towards its maximum
# reach. This gives the player time to jump, back away or move behind it.
var progress: float = 1.0
if attack_duration > 0.0:
progress = 1.0 - (attack_phase_timer / attack_duration)
_set_attack_hitbox_progress(clampf(progress, 0.0, 1.0))
_update_attack_damage()
if attack_phase_timer > 0.0:
return
attack_state = AttackState.RECOVERY
attack_phase_timer = attack_recovery_duration
func _update_attack_recovery(delta: float) -> void:
attack_phase_timer = max(attack_phase_timer - delta, 0.0)
if attack_phase_timer > 0.0:
return
attack_state = AttackState.IDLE
attack_hit_targets.clear()
_reset_attack_hitbox_position()
func _set_attack_hitbox_progress(progress: float) -> void:
var start_x: float = abs(attack_start_offset.x)
var current_x: float = lerpf(start_x, attack_reach, progress)
attack_hitbox.position = Vector2(
current_x * attack_direction,
attack_start_offset.y
)
func _reset_attack_hitbox_position() -> void:
var direction: float = attack_direction
if attack_state == AttackState.IDLE:
direction = facing_direction
attack_hitbox.position = Vector2(
abs(attack_start_offset.x) * direction,
attack_start_offset.y
)
func _update_attack_damage() -> void:
for area in attack_hitbox.get_overlapping_areas():
var damage_target: Node = area.get_parent()
if damage_target == null or not damage_target.has_method("take_damage"):
continue
var target_id: int = damage_target.get_instance_id()
if attack_hit_targets.has(target_id):
continue
attack_hit_targets[target_id] = true
damage_target.take_damage(attack_damage, attack_hitbox.global_position)
func _interrupt_attack() -> void:
if attack_state == AttackState.IDLE:
return
attack_state = AttackState.IDLE
attack_phase_timer = 0.0
attack_hit_targets.clear()
_reset_attack_hitbox_position()
func _update_timers(delta: float) -> void:
attack_cooldown_timer = max(attack_cooldown_timer - delta, 0.0)
hit_stun_timer = max(hit_stun_timer - delta, 0.0)
# ============================================================================
# DAMAGE AND RESPAWN
# ============================================================================
func take_damage(amount: int, source_position: Vector2) -> void:
if amount <= 0 or is_dead:
return
@@ -113,18 +392,59 @@ func take_damage(amount: int, source_position: Vector2) -> void:
_die()
return
# Turn away from the attacker. This gives a tiny readable reaction without
# inventing a hit-stun/knockback system before it is actually needed.
var reaction_direction: float = signf(global_position.x - source_position.x)
# Light enemies are interruptible. This makes a well-timed player attack a
# defensive option and avoids mandatory damage trades at close range.
_interrupt_attack()
hit_stun_timer = hit_stun_duration
velocity.x = 0.0
var reaction_direction: float = signf(source_position.x - global_position.x)
if reaction_direction != 0.0:
move_direction = reaction_direction
_update_floor_probe()
facing_direction = reaction_direction
_update_facing()
func _die() -> void:
is_dead = true
died.emit()
queue_free()
velocity = Vector2.ZERO
visible = false
# take_damage() can run while Godot is flushing physics queries, therefore
# collision shapes are disabled deferred instead of changing them directly.
body_collision.set_deferred("disabled", true)
hurtbox_collision.set_deferred("disabled", true)
attack_collision.set_deferred("disabled", true)
await get_tree().create_timer(respawn_delay).timeout
_respawn()
func _respawn() -> void:
global_position = spawn_position
velocity = Vector2.ZERO
current_health = max_health
attack_state = AttackState.IDLE
attack_phase_timer = 0.0
attack_cooldown_timer = 0.0
hit_stun_timer = 0.0
attack_hit_targets.clear()
attack_direction = facing_direction
_reset_attack_hitbox_position()
body_collision.set_deferred("disabled", false)
hurtbox_collision.set_deferred("disabled", false)
attack_collision.set_deferred("disabled", false)
visible = true
is_dead = false
# If the spawn point is currently inside the camera, wake immediately.
# Otherwise the notifier will wake the enemy when the camera reaches it.
is_awake = visibility_notifier.is_on_screen()
queue_redraw()
# ============================================================================
@@ -133,7 +453,7 @@ func _die() -> void:
func _draw() -> void:
# The enemy has no sprite yet. This neutral block makes the actual entity
# visible independently from the red debug overlays.
# visible independently from the debug overlays.
_draw_rectangle_collision(
body_collision,
Color(0.18, 0.18, 0.20, 0.90),
@@ -150,14 +470,36 @@ func _draw() -> void:
Color(1.0, 0.05, 0.05, 0.55)
)
# Contact hitbox: slightly larger, so it is obvious exactly when touching
# the enemy can damage the player.
_draw_rectangle_collision(
contact_collision,
Color(1.0, 0.05, 0.05, 0.18),
Color(1.0, 0.05, 0.05, 0.85),
contact_hitbox.position
)
# Windup: preview the full sweep in orange. It is explicitly NOT dangerous
# yet, so the different colour makes the reaction window easy to understand.
if attack_state == AttackState.WINDUP:
_draw_attack_telegraph()
# Active attack: draw the real moving physics hitbox in strong red.
if attack_state == AttackState.ACTIVE:
_draw_rectangle_collision(
attack_collision,
Color(1.0, 0.05, 0.05, 0.28),
Color(1.0, 0.05, 0.05, 0.95),
attack_hitbox.position
)
func _draw_attack_telegraph() -> void:
var rectangle: RectangleShape2D = attack_collision.shape as RectangleShape2D
if rectangle == null:
return
var start_x: float = abs(attack_start_offset.x) * attack_direction
var end_x: float = attack_reach * attack_direction
var center_x: float = (start_x + end_x) * 0.5
var sweep_width: float = abs(end_x - start_x) + rectangle.size.x
var center: Vector2 = Vector2(center_x, attack_start_offset.y)
var sweep_size: Vector2 = Vector2(sweep_width, rectangle.size.y)
var rect: Rect2 = Rect2(center - sweep_size / 2.0, sweep_size)
draw_rect(rect, Color(1.0, 0.55, 0.05, 0.12), true)
draw_rect(rect, Color(1.0, 0.55, 0.05, 0.85), false, 2.0)
func _draw_rectangle_collision(