Let slugs eat and gear up for a fight
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@ -1,6 +1,7 @@
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extends KinematicBody2D
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const SPEED := 50
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const HEAL_RATE_PER_OLIVE := 1.0
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var _velocity := Vector2.ZERO
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@ -8,7 +9,7 @@ onready var _agent: NavigationAgent2D = $NavigationAgent2D
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var target: Node2D = null
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var eaten_olives: int = 0
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var eaten_olives: float = 0
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var hp: float = 0
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@ -25,9 +26,12 @@ func _find_target() -> void:
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var best_tree = null
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var best_tree_juiciness = -1
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for tree in trees:
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var tree_distsq = self.global_position.distance_squared_to(tree.global_position)
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var tree_food = tree.calculate_food(sqrt(tree_distsq) / SPEED)
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var tree_juiciness = tree_food / tree_distsq
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var tree_distsq := self.global_position.distance_squared_to(tree.global_position)
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var tree_dist := sqrt(tree_distsq)
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var tree_food = tree.calculate_food(tree_dist / SPEED)
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if tree_food < 0.1:
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continue
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var tree_juiciness = tree_food / tree_dist
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if tree_juiciness > best_tree_juiciness:
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best_tree = tree
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@ -39,8 +43,27 @@ func _find_target() -> void:
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_agent.set_target_location(target.global_position)
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func _at_target() -> void:
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print("at target")
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if target.is_in_group("olive_trees"):
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_eating()
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pass
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func _eating() -> void:
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var tree = target
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while true:
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var just_eaten = tree.eat_food()
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print("ate ", just_eaten)
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eaten_olives += just_eaten
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hp += just_eaten
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_on_eaten_olives_updated()
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# TODO sfx
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# TODO vfx
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yield(get_tree().create_timer(2.0, false), "timeout")
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if just_eaten <= 0.1:
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_find_target()
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return
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func _physics_process(delta: float) -> void:
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if target == null:
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@ -68,6 +91,10 @@ func _physics_process(delta: float) -> void:
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#print(_velocity)
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var _vel := move_and_slide(_velocity)
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func _process(delta: float) -> void:
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hp = min(eaten_olives, hp + eaten_olives * HEAL_RATE_PER_OLIVE * delta)
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_on_hp_updated()
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func _on_hp_updated() -> void:
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if hp == eaten_olives:
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self.modulate.a = 1.0
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@ -81,7 +108,7 @@ func _on_eaten_olives_updated() -> void:
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self.modulate.b = non_red
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func interact(_player: Node2D) -> bool:
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self.hp -= 1
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self.hp -= 1.0
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if self.hp < 0:
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# the slug is dead!
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$SlimyWalkSfx.stop()
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@ -92,3 +119,10 @@ func interact(_player: Node2D) -> bool:
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self._on_hp_updated()
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return true
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func _on_NavigationAgent2D_target_reached() -> void:
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var dsq := self.global_position.distance_squared_to(target.global_position)
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print("reached distsq = ", dsq)
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if dsq < 256:
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self._at_target()
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@ -26,7 +26,7 @@ animations = [ {
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radius = 6.0
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height = 40.0
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[node name="Slug" type="KinematicBody2D"]
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[node name="Slug" type="KinematicBody2D" groups=["interactable"]]
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collision_layer = 2
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collision_mask = 0
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script = ExtResource( 7 )
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@ -49,3 +49,5 @@ path_max_distance = 64.0
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[node name="SlimyWalkSfx" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource( 8 )
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[connection signal="target_reached" from="NavigationAgent2D" to="." method="_on_NavigationAgent2D_target_reached"]
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@ -81,10 +81,10 @@ position = Vector2( 247, 412 )
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position = Vector2( 486, 154 )
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[node name="Node2D" parent="World/YSort" instance=ExtResource( 3 )]
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position = Vector2( 701, 189 )
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position = Vector2( 1134, 649 )
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[node name="Node2D2" parent="World/YSort" instance=ExtResource( 3 )]
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position = Vector2( 135, 190 )
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position = Vector2( 574, 653 )
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[node name="Node2D3" parent="World/YSort" instance=ExtResource( 4 )]
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position = Vector2( 542, 475 )
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@ -34,3 +34,28 @@ func calculate_food(in_time: float) -> float:
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food += child.calculate_food_on_bud(in_time)
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return food
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func eat_food() -> float:
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if not has_been_munched:
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# TODO sfx
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# TODO show munched sprite... colour will do for now
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$Sprite.modulate = Color(0.6, 0.4, 0.4)
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has_been_munched = true
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for child in self.get_children():
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# curse all buds
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# TODO they will recover when next harvested, so this isn't as bad
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# as it sounds..
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if child.has_method("drop_olive"):
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child.grow_rate *= 0.5
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return 2.0
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var limit = 1.0
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var eaten = 0
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for child in self.get_children():
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if child.has_method("drop_olive"):
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eaten += child.eat_food_from_bud(limit - eaten)
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if limit - eaten < 0.01:
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break
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return eaten
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@ -61,3 +61,12 @@ func drop_olive():
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func calculate_food_on_bud(in_time: float) -> float:
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return clamp(progress + in_time * grow_rate, 0.0, 1.0)
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func eat_food_from_bud(limit: float) -> float:
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if limit >= progress:
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var eaten = max(0.0, progress)
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self.reset()
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return eaten
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else:
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set_progress(progress - limit)
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return limit
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