General code improvements, progress step tracker implementation for worldgen, and work towards enemy behavior

This commit is contained in:
2024-01-23 21:45:52 +01:00
parent 3f465a708c
commit 49562ba9ce
11 changed files with 517 additions and 214 deletions

View File

@ -1,59 +1,67 @@
class_name StandardEntityMarker
extends Node2D
enum SPAWN_METHOD {
ALL,
FURTHEST,
ONCE,
NONE
}
## The method used to spawn entities
##
## ALL: Spawns all entities in the list
## FURTHEST: Spawns the entity furthest from the player
## ONCE: Spawns the entity once at a random marker
## NONE: Does not spawn any entities
enum EntitySpawnMethod { ALL, FURTHEST, ONCE, NONE }
enum ENTITY_SELECTION_METHOD {
RANDOM,
POP
}
## The method used to select entities
##
## RANDOM: Selects a random entity from the list
## POP: Removes the entity from the list after it is selected
enum EntitySelectionMethod { RANDOM, POP }
@export_category("Entity Spawning")
@export
var marker_id: String
## The ID representing the type of this marker
@export var marker_id: String
@export
var entities: Array[PackedScene] = []
## The entities that can be spawned by this marker
@export var entities: Array[PackedScene] = []
@export
var spawn_method: SPAWN_METHOD
## The method used to spawn entities
@export var spawn_method: EntitySpawnMethod
@export_range(0, 1.0)
var spawn_chance: float = 1.0
## The chance that an entity will be spawned
@export_range(0, 1.0) var spawn_chance: float = 1.0
@export
var entity_selection_method: ENTITY_SELECTION_METHOD
## The method used to select entities
@export var entity_selection_method: EntitySelectionMethod
@export_category("Marker Debug")
@export
var debug_color: Color = Color.WHITE
## The color of the debug sprite
@export var debug_color: Color = Color.WHITE
## The size of the debug sprite
@export var marker_size: int = 16
@export
var marker_size: int = 16
func _ready() -> void:
self.add_to_group("genv2:entity_marker")
## Create a debug sprite if one doesn't exist
var sprite: Sprite2D = self.get_node_or_null("Sprite2D")
if not sprite:
sprite = Sprite2D.new()
sprite.texture = _get_debug_texture()
self.add_child(sprite)
func _register(gen: StandardWorldGenerator) -> void:
## Registers this marker with the world generator
func register(gen: StandardWorldGenerator) -> void:
if self.marker_id == "":
push_error("Marker ID is empty, this marker will not be used for spawning entities.")
return
gen._register_marker("genv2:entity_marker:%s" % self.marker_id, self)
gen.register_marker("genv2:entity_marker:%s" % self.marker_id, self)
## Generates a texture for the debug sprite
func _get_debug_texture() -> Texture2D:
var texture = GradientTexture2D.new()
var gradient = Gradient.new()
gradient.colors = [self.debug_color]
@ -61,5 +69,5 @@ func _get_debug_texture() -> Texture2D:
texture.width = self.marker_size
texture.height = self.marker_size
return texture