feat: implement Tekton NPC with movement, combat, and interaction mechanics, and add initial portal system components.
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+11
-7
@@ -196,7 +196,7 @@ var original_scales: Array[Vector3] = []
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func _ready():
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# Cache meshes and their initial scales
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_cache_meshes(self)
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_cache_meshes(self )
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func _cache_meshes(node: Node):
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if node is MeshInstance3D:
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@@ -257,7 +257,7 @@ func on_thrown_landing(attacker: Node = null, intensity: float = 1.0):
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# Spawn tiles (as requested "tekton will spawn a tiles around that floor also")
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if is_multiplayer_authority():
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spawn_tiles_around(int(8 * intensity))
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spawn_tiles_around(int(8 * intensity))
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# Floor Freeze (Visual/Instant - Run on all clients locally)
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temporarily_change_floor(current_position, 1, 6, 3.0)
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@@ -281,7 +281,6 @@ func on_thrown_landing(attacker: Node = null, intensity: float = 1.0):
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controller._start_timer()
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func temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
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if not enhanced_gridmap: return
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@@ -372,6 +371,11 @@ func spawn_tiles_around(count: int = 4):
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continue
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if enhanced_gridmap.is_position_valid(pos):
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# EXTRA CHECK: Do not spawn tiles on walls (ID 4) or empty void (ID -1) on Floor 0
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var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if floor_0_item == 4 or floor_0_item == -1:
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continue
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# 50% chance to spawn something
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if rng.randf() > 0.5: continue
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@@ -403,14 +407,14 @@ func play_animation_rpc(anim_name: String):
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func spawn_projectile_rpc(target_pos: Vector3, duration: float):
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var projectile = MeshInstance3D.new()
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var box = BoxMesh.new()
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box.size = Vector3(0.4, 0.1, 0.4)
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box.size = Vector3(0.4, 0.1, 0.4)
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projectile.mesh = box
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1, 0.5, 0) # Orange
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projectile.material_override = mat
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get_parent().add_child(projectile)
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projectile.global_position = global_position + Vector3(0, 2.0, 0)
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projectile.global_position = global_position + Vector3(0, 2.0, 0)
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var tween = create_tween()
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tween.set_parallel(true)
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@@ -419,8 +423,8 @@ func spawn_projectile_rpc(target_pos: Vector3, duration: float):
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var mid_y = max(global_position.y, target_pos.y) + 3.0
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var tween_y = create_tween()
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration/2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_pos.y, duration/2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(duration/2)
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_pos.y, duration / 2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(duration / 2)
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tween.chain().tween_callback(projectile.queue_free)
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