Adds enemies
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324 changed files with 28447 additions and 106 deletions
60
demo/agents/player/states/attack_state.gd
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60
demo/agents/player/states/attack_state.gd
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#*
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#* attack_state.gd
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#* =============================================================================
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#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
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#*
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#* Use of this source code is governed by an MIT-style
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#* license that can be found in the LICENSE file or at
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#* https://opensource.org/licenses/MIT.
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#* =============================================================================
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#*
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extends LimboState
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## Attack state: Perform 3-part combo attack for as long as player hits attack button.
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@export var animation_player: AnimationPlayer
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@export var animations: Array[StringName]
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@export var hitbox: Hitbox
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## Cooldown duration after third attack in the combo is complete.
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@export var combo_cooldown: float = 0.1
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var anim_index: int = 0
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var last_attack_msec: int = -10000
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var _can_enter: bool = true
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## This func is used to prevent entering this state using LimboState.set_guard().
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## Entry is denied for a short duration after the third attack in the combo is complete.
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func can_enter() -> bool:
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return _can_enter
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func _enter() -> void:
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if (Time.get_ticks_msec() - last_attack_msec) < 200:
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# Perform next attack animation in the 3-part combo, if an attack was recently performed.
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anim_index = (anim_index + 1) % 3
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else:
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anim_index = 0
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var horizontal_move: float = Input.get_axis(&"move_left", &"move_right")
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if not is_zero_approx(horizontal_move):
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agent.face_dir(horizontal_move)
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hitbox.damage = 2 if anim_index == 2 else 1 # deal 2 damage on a third attack in the combo
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animation_player.play(animations[anim_index])
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await animation_player.animation_finished
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if is_active():
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get_root().dispatch(EVENT_FINISHED)
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func _exit() -> void:
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hitbox.damage = 1
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last_attack_msec = Time.get_ticks_msec()
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if anim_index == 2 and _can_enter:
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# Prevent entering this state for a short duration after the third attack
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# in the combo sequence is complete.
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_can_enter = false
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await get_tree().create_timer(combo_cooldown).timeout
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_can_enter = true
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48
demo/agents/player/states/dodge_state.gd
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48
demo/agents/player/states/dodge_state.gd
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#*
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#* dodge_state.gd
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#* =============================================================================
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#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
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#*
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#* Use of this source code is governed by an MIT-style
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#* license that can be found in the LICENSE file or at
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#* https://opensource.org/licenses/MIT.
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#* =============================================================================
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#*
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extends LimboState
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## Dodge state.
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@export var animation_player: AnimationPlayer
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@export var animation: StringName
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@export var duration: float = 0.4
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@export var dodge_speed: float = 1000.0
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@export var hurtbox_collision: CollisionShape2D
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var move_dir: Vector2
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var elapsed_time: float
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func _enter() -> void:
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elapsed_time = 0.0
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hurtbox_collision.disabled = true
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var horizontal_move: float = Input.get_axis(&"move_left", &"move_right")
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if is_zero_approx(horizontal_move):
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move_dir = Vector2.RIGHT * agent.get_facing()
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else:
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move_dir = Vector2.RIGHT * signf(horizontal_move)
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agent.face_dir(move_dir.x)
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animation_player.play(animation, 0.1)
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func _exit() -> void:
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hurtbox_collision.set_deferred(&"disabled", false)
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func _update(p_delta: float) -> void:
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elapsed_time += p_delta
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var desired_velocity: Vector2 = move_dir * dodge_speed
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agent.move(desired_velocity)
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if elapsed_time > duration:
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get_root().dispatch(EVENT_FINISHED)
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27
demo/agents/player/states/idle_state.gd
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demo/agents/player/states/idle_state.gd
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#*
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#* idle_state.gd
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#* =============================================================================
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#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
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#*
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#* Use of this source code is governed by an MIT-style
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#* license that can be found in the LICENSE file or at
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#* https://opensource.org/licenses/MIT.
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#* =============================================================================
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#*
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extends LimboState
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## Idle state.
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@export var animation_player: AnimationPlayer
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@export var idle_animation: StringName
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func _enter() -> void:
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animation_player.play(idle_animation, 0.1)
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func _update(_delta: float) -> void:
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var horizontal_move: float = Input.get_axis(&"move_left", &"move_right")
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var vertical_move: float = Input.get_axis(&"move_up", &"move_down")
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if horizontal_move != 0.0 or vertical_move != 0.0:
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get_root().dispatch(EVENT_FINISHED)
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37
demo/agents/player/states/move_state.gd
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37
demo/agents/player/states/move_state.gd
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#*
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#* move_state.gd
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#* =============================================================================
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#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
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#*
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#* Use of this source code is governed by an MIT-style
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#* license that can be found in the LICENSE file or at
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#* https://opensource.org/licenses/MIT.
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#* =============================================================================
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#*
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extends LimboState
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## Move state.
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const VERTICAL_FACTOR := 0.8
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@export var animation_player: AnimationPlayer
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@export var animation: StringName
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@export var speed: float = 500.0
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func _enter() -> void:
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animation_player.play(animation, 0.1)
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func _update(_delta: float) -> void:
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var horizontal_move: float = Input.get_axis(&"move_left", &"move_right")
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var vertical_move: float = Input.get_axis(&"move_up", &"move_down")
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if not is_zero_approx(horizontal_move):
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agent.face_dir(horizontal_move)
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var desired_velocity := Vector2(horizontal_move, vertical_move * VERTICAL_FACTOR) * speed
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agent.move(desired_velocity)
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if horizontal_move == 0.0 and vertical_move == 0.0:
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get_root().dispatch(EVENT_FINISHED)
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