New Slimes Just Dropped

This commit is contained in:
ncusimano 2023-08-20 00:00:17 -06:00
parent 6d3b2f70dd
commit 0e4b71387e
8 changed files with 120 additions and 96 deletions

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@ -1,92 +1,2 @@
extends SharedSlime
var rng = RandomNumberGenerator.new()
@onready var target_location_xz = transform.origin * Vector3(1, 0, 1)
@onready var location_xz = transform.origin * Vector3(1, 0, 1)
@onready var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
@onready var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
var task = "idle"
# Percentage chances of the character performing certain actions while idle.
@export var walk_chance = 0.1
@export var spin_chance = 0.2
@export var walk_speed = 0.5
# Rate at which character corrects their direction after going off course (percentage).
@export var dir_correction_rate = 0.95
# Margin of accuracy to which the character will correct their direction when off course (radians).
@export var dir_accuracy = deg_to_rad(0.1)
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
location_xz = transform.origin * Vector3(1, 0, 1)
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
match task:
"idle":
idle()
task = rng.randf_range(0, 100)
# 3% chance to walk somewhere.
if task <= walk_chance:
task = "walk"
target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
# 6% chance to rotate.
elif task > walk_chance and task <= (walk_chance + spin_chance):
task = "spin"
var rotation_angle = rng.randf_range(-2*PI, 2*PI)
var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
target_direction_xz = direction_xz + rotation_vector
# 90% chance to idle.
elif task > (spin_chance + walk_chance):
task = "idle"
"walk":
walk()
# Get the direction to the target in z-x plane.
target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
target_direction_xz = direction_xz
target_location_xz = location_xz
task = "idle"
"spin":
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
else:
task = "idle"
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Walk to target location.
if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
velocity.x = direction_xz.x * walk_speed
velocity.z = direction_xz.z * walk_speed
else:
velocity.x = 0
velocity.z = 0
move_and_slide()
class_name Villager

18
godot/cultist.gd Normal file
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@ -0,0 +1,18 @@
extends SharedSlime
class_name Cultist
const SPEED = 5.0
const JUMP_VELOCITY = 4.
func _on_area_3d_body_entered(body):
var items_in_range = $Area3D.get_overlapping_bodies()
var villagers = []
for item in items_in_range:
if is_class("Villager"):
villagers.append(item)
var rng = RandomNumberGenerator.new()
var victim_num = rng.randi_range(0, villagers.size())

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@ -1,5 +1,6 @@
[gd_scene load_steps=5 format=3 uid="uid://e0s4phx2jiit"]
[gd_scene load_steps=7 format=3 uid="uid://e0s4phx2jiit"]
[ext_resource type="Script" path="res://cultist.gd" id="1_k6djk"]
[ext_resource type="Texture2D" uid="uid://df0xror4t3gbc" path="res://Default Purple.png" id="1_x8j7f"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_y0hcm"]
@ -10,12 +11,21 @@ albedo_texture = ExtResource("1_x8j7f")
[sub_resource type="CapsuleMesh" id="CapsuleMesh_17ljq"]
material = SubResource("StandardMaterial3D_vxnad")
[node name="Node3D" type="Node3D"]
[sub_resource type="SphereShape3D" id="SphereShape3D_rypky"]
radius = 20.0
[node name="RigidBody3D" type="RigidBody3D" parent="."]
[node name="Cultist" type="CharacterBody3D"]
script = ExtResource("1_k6djk")
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_y0hcm")
[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
mesh = SubResource("CapsuleMesh_17ljq")
[node name="Area3D" type="Area3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
shape = SubResource("SphereShape3D_rypky")
[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]

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@ -3,11 +3,97 @@ class_name SharedSlime
var is_holdable: bool = true
var rng = RandomNumberGenerator.new()
@onready var target_location_xz = transform.origin * Vector3(1, 0, 1)
@onready var location_xz = transform.origin * Vector3(1, 0, 1)
@onready var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
@onready var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
var task = "idle"
# Percentage chances of the character performing certain actions while idle.
@export var walk_chance = 0.1
@export var spin_chance = 0.2
@export var walk_speed = 0.5
# Rate at which character corrects their direction after going off course (percentage).
@export var dir_correction_rate = 0.95
# Margin of accuracy to which the character will correct their direction when off course (radians).
@export var dir_accuracy = deg_to_rad(0.1)
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
$slime.idle()
func walk():
$slime.walk()
# Get the direction to the target in z-x plane.
target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
target_direction_xz = direction_xz
target_location_xz = location_xz
task = "idle"
func spin():
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
else:
task = "idle"
func idle():
$slime.idle()
task = rng.randf_range(0, 100)
# 3% chance to walk somewhere.
if task <= walk_chance:
task = "walk"
target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
# 6% chance to rotate.
elif task > walk_chance and task <= (walk_chance + spin_chance):
task = "spin"
var rotation_angle = rng.randf_range(-2*PI, 2*PI)
var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
target_direction_xz = direction_xz + rotation_vector
# 90% chance to idle.
elif task > (spin_chance + walk_chance):
task = "idle"
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
location_xz = transform.origin * Vector3(1, 0, 1)
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
match task:
"idle":
idle()
"walk":
walk()
"spin":
spin()
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Walk to target location.
if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
velocity.x = direction_xz.x * walk_speed
velocity.z = direction_xz.z * walk_speed
else:
velocity.x = 0
velocity.z = 0
move_and_slide()