mirror of
https://github.com/GDQuest/godot-platformer-2d.git
synced 2026-01-23 02:14:19 +00:00
Moved everything into a C++ GDNative class, and changed it to a floodfill algorithm.
This commit is contained in:
parent
39b3c79a82
commit
44a833794b
16 changed files with 1087 additions and 25 deletions
353
Native/.gitignore
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353
Native/.gitignore
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291
Native/Heatmap.cpp
Normal file
291
Native/Heatmap.cpp
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#include "Heatmap.h"
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#include <TileMap.hpp>
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#include <SceneTree.hpp>
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#include <Viewport.hpp>
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#include <deque>
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#include <TileSet.hpp>
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namespace godot {
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inline float lerp(const float& a, const float& b, const float& t) {
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return a + t * (b - a);
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}
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void Heatmap::_register_methods() {
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//public
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register_method("_ready", &Heatmap::_ready);
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register_method("_draw", &Heatmap::_draw);
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register_method("_process", &Heatmap::_process);
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register_method("best_direction_for", &Heatmap::best_direction_for);
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register_method("calculate_point_index", &Heatmap::calculate_point_index);
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register_method("calculate_point_index_for_world_position", &Heatmap::calculate_point_index_for_world_position);
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//semi-private
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register_method("_on_Events_player_moved", &Heatmap::on_Events_player_moved);
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//properties
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register_property<Heatmap, NodePath>("pathfinding_tilemap", &Heatmap::m_pathfinding_tilemap, NodePath());
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register_property<Heatmap, bool>("draw_debug", &Heatmap::m_draw_debug, false);
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}
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Heatmap::Heatmap() : m_draw_debug(false), m_grid(nullptr), m_max_heat(0), m_max_heat_cache(0),
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m_x_max(0), m_y_max(0), m_x_min(0), m_y_min(0), m_updating(false) {
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}
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Heatmap::~Heatmap() {
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}
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void Heatmap::_init() {
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}
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void Heatmap::_ready() {
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m_grid = (TileMap*)get_node(m_pathfinding_tilemap);
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if (m_grid == nullptr) {
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Godot::print_error("No tilemap found for Heatmap node.", __FUNCTION__, __FILE__, __LINE__ - 2);
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return;
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}
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m_map_limits = m_grid->get_used_rect();
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m_x_min = m_map_limits.position.x;
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m_x_max = m_map_limits.size.x - m_map_limits.position.x;
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m_y_min = m_map_limits.position.y;
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m_y_max = m_map_limits.size.y - m_map_limits.position.y;
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unsigned int highest_index = calculate_point_index(m_map_limits.size - m_map_limits.position);
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m_cells_heat.resize(highest_index);
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m_cells_heat_cache.resize(highest_index);
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for (unsigned int i = 0; i < highest_index; ++i) {
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m_cells_heat[i] = -1;
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}
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find_all_obstacles();
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get_tree()->get_root()->find_node("Events", true, false)->connect("player_moved", this, "_on_Events_player_moved");
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}
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//For every cell in 2D array, check the heat and draw a rectangle colored according to its distance from the goal,
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//get the direction it points to, and draw a simple vector line.
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void Heatmap::_draw() {
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if (!m_draw_debug) {
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return;
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}
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Rect2 tile;
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Vector2 cell_size = m_grid->get_cell_size();
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tile.set_size(cell_size);
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cell_size /= 2;
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for (int y = int(m_y_min); y<int(m_y_max); ++y) {
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for (int x = int(m_x_min); x<int(m_x_max); ++x) {
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Vector2 point = Vector2(float(x), float(y));
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Vector2 world_position = m_grid->map_to_world(point);
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tile.set_position(world_position);
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unsigned int cell_index = calculate_point_index(point);
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int heat = m_cells_heat[cell_index];
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if (heat == -1) {
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continue;
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}
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float proportion = lerp(0.0f, 1.0f, float(heat) / float(m_max_heat));
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draw_rect(tile, Color(1.0f - proportion, 0, proportion, 0.75f), true);
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world_position += cell_size;
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Vector2 direction = best_direction_for(point, false);
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draw_rect(Rect2(world_position.x - 5, world_position.y - 5, 10, 10), Color(0, 1, 0), false);
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||||
draw_line(world_position, world_position + (direction * 20), Color(1, 1, 1));
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}
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}
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}
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void Heatmap::_process(float delta) {
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if (!m_updating) {
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return;
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||||
}
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||||
|
||||
//Seeing if future::get is ready to deliver data or if the thread is still crunching numbers.
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||||
//_Is_Ready is not yet standardized, so we check with as immediate a timeout as we can.
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if (m_future.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
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Vector2 player_cell_position = m_future.get();
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thread_done(player_cell_position);
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}
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||||
}
|
||||
|
||||
//for the 3x3 grid surrounding the cell, find the one with the least heat that isn't -1 (invalid), and return a vector
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||||
//that points in its direction. Note that there could be multiple tiles with the same heat, which could cause
|
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Vector2 Heatmap::best_direction_for(Vector2 t_location, bool t_is_world_location) {
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Vector2 point = t_is_world_location ? m_grid->world_to_map(t_location) : t_location;
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Vector2 world_location = t_is_world_location ? t_location : m_grid->map_to_world(point);
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||||
unsigned int cell_index = calculate_point_index(point);
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||||
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||||
if (cell_index < 0 || cell_index >= m_cells_heat.size()) {
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return (m_last_player_cell_position - world_location).normalized();
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}
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||||
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Vector2 best_neighbor = point;
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int best_heat = m_cells_heat[cell_index];
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||||
if (best_heat == -1) {
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return (m_last_player_cell_position - world_location).normalized();
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||||
}
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||||
for (int y = 0; y < 3; ++y) {
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||||
for (int x = 0; x < 3; ++x) {
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Vector2 point_relative = Vector2(point.x + float(x) - 1.0f, point.y + float(y) - 1.0f);
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||||
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||||
if (is_out_of_bounds(point_relative) || std::find(m_obstacles.begin(), m_obstacles.end(), point_relative) != m_obstacles.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
unsigned int point_relative_index = calculate_point_index(point_relative);
|
||||
if (point_relative_index == cell_index) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (point_relative_index >= 0 && point_relative_index < m_cells_heat.size()) {
|
||||
int heat = m_cells_heat[point_relative_index];
|
||||
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||||
if (heat == -1) {
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||||
continue;
|
||||
}
|
||||
|
||||
if (heat <= best_heat) {
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||||
best_heat = heat;
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||||
best_neighbor = point_relative;
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||||
}
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||||
}
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}
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}
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||||
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Vector2 world_neighbor = m_grid->map_to_world(best_neighbor);
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||||
Vector2 direction = (world_neighbor - world_location).normalized();
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if (direction.length_squared() == 0) {
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return (m_last_player_cell_position - world_location).normalized();
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}
|
||||
return direction;
|
||||
}
|
||||
|
||||
unsigned int Heatmap::calculate_point_index(Vector2 t_point) {
|
||||
return int((t_point.x - m_map_limits.position.x) + m_map_limits.size.x * (t_point.y - m_map_limits.position.y));
|
||||
}
|
||||
|
||||
unsigned int Heatmap::calculate_point_index_for_world_position(Vector2 t_world_position) {
|
||||
return calculate_point_index(m_grid->world_to_map(t_world_position));
|
||||
}
|
||||
|
||||
//Runs through every cell and checks if the autotile bitmask of that cell covers the entire cell.
|
||||
//If so, it is an obstacle. This does mean that thin corners can seem traversable, even though
|
||||
//they wouldn't be.
|
||||
void Heatmap::find_all_obstacles() {
|
||||
Ref<TileSet> tileset = m_grid->get_tileset();
|
||||
Array tile_ids = tileset->get_tiles_ids();
|
||||
|
||||
//TODO: Account for non-autotile tilesets.
|
||||
for (int y = m_y_min; y < m_y_max; ++y) {
|
||||
for (int x = m_x_min; x < m_x_max; ++x) {
|
||||
int cell_id = m_grid->get_cell(x, y);
|
||||
if (cell_id == -1 || !tile_ids.has(cell_id)) {
|
||||
continue;
|
||||
}
|
||||
int cell_bitmask = tileset->autotile_get_bitmask(cell_id, m_grid->get_cell_autotile_coord(x, y));
|
||||
TileSet::BitmaskMode mode = tileset->autotile_get_bitmask_mode(cell_id);
|
||||
|
||||
int all_covered = 325; //Bitmask is the sum of TileSet::BitmaskMode enum flags.
|
||||
if (mode == TileSet::BITMASK_3X3 || mode == TileSet::BITMASK_3X3_MINIMAL) {
|
||||
all_covered = 495;
|
||||
}
|
||||
|
||||
if (cell_bitmask == all_covered) {
|
||||
m_obstacles.push_back(Vector2(x, y));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Breadth-first search using a queue.
|
||||
Vector2 Heatmap::refresh_cells_heat(Vector2 t_cell_position) {
|
||||
std::deque<HeatCell> queue;
|
||||
//We begin with 4 cells of goals instead of 1 - this alleviates the problem of multiple cells
|
||||
//having the same amount of heat.
|
||||
queue.push_back(HeatCell(Vector2(t_cell_position.x, t_cell_position.y), 0));
|
||||
queue.push_back(HeatCell(Vector2(t_cell_position.x - 1, t_cell_position.y), 0));
|
||||
queue.push_back(HeatCell(Vector2(t_cell_position.x - 1, t_cell_position.y - 1), 0));
|
||||
queue.push_back(HeatCell(Vector2(t_cell_position.x, t_cell_position.y - 1), 0));
|
||||
m_max_heat_cache = 0;
|
||||
|
||||
while (!queue.empty()) {
|
||||
HeatCell cell = queue.front();
|
||||
queue.pop_front();
|
||||
|
||||
Vector2 position = cell.position;
|
||||
int layer = cell.layer;
|
||||
|
||||
unsigned int index = calculate_point_index(position);
|
||||
if (index < 0 || index >= m_cells_heat_cache.size()) {
|
||||
continue;
|
||||
}
|
||||
m_cells_heat_cache[index] = layer;
|
||||
if (layer > m_max_heat_cache) {
|
||||
m_max_heat_cache = layer;
|
||||
}
|
||||
|
||||
for (int y = 0; y < 3; ++y) {
|
||||
for (int x = 0; x < 3; ++x) {
|
||||
Vector2 point = Vector2(position.x + float(x) - 1.0f, position.y + float(y) - 1.0f);
|
||||
unsigned int cell_index = calculate_point_index(point);
|
||||
HeatCell new_cell = HeatCell(point, layer + 1);
|
||||
|
||||
if ( cell_index != index
|
||||
&& cell_index >= 0 && cell_index < m_cells_heat_cache.size()
|
||||
&& m_cells_heat_cache[cell_index] == -1
|
||||
&& !is_out_of_bounds(point)
|
||||
&& std::find(queue.begin(), queue.end(), new_cell) == queue.end()
|
||||
&& std::find(m_obstacles.begin(), m_obstacles.end(), point) == m_obstacles.end()) {
|
||||
|
||||
queue.push_back(new_cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return t_cell_position;
|
||||
}
|
||||
|
||||
//Copies the cached, thread specific versions that were used into those used by the main thread.
|
||||
void Heatmap::thread_done(Vector2 t_cell_position) {
|
||||
m_updating = false;
|
||||
|
||||
m_max_heat = m_max_heat_cache;
|
||||
for (int i = 0; i < m_cells_heat.size(); ++i) {
|
||||
m_cells_heat[i] = m_cells_heat_cache[i];
|
||||
}
|
||||
m_last_player_cell_position = t_cell_position;
|
||||
|
||||
update();
|
||||
}
|
||||
|
||||
bool Heatmap::is_out_of_bounds(Vector2 t_position) {
|
||||
return t_position.x < m_x_min || t_position.y < m_y_min
|
||||
|| t_position.x > m_x_max || t_position.y > m_y_max;
|
||||
}
|
||||
|
||||
void Heatmap::on_Events_player_moved(Node2D* t_player) {
|
||||
if (m_updating) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 player_cell_position = m_grid->world_to_map(t_player->get_global_position());
|
||||
bool out_of_bounds = is_out_of_bounds(player_cell_position);
|
||||
Vector2 difference = player_cell_position - m_last_player_cell_position;
|
||||
|
||||
if (!out_of_bounds && (difference.x != 0 || difference.y != 0)) {
|
||||
for (int i = 0; i < m_cells_heat_cache.size(); ++i) {
|
||||
m_cells_heat_cache[i] = -1;
|
||||
}
|
||||
|
||||
m_updating = true;
|
||||
|
||||
// Launch an immediate new thread with ::launch::async.
|
||||
// Without that flag, it waits for a future.get()/wait() before starting work.
|
||||
m_future = std::async(std::launch::async, &Heatmap::refresh_cells_heat, this, player_cell_position);
|
||||
}
|
||||
}
|
||||
}
|
||||
86
Native/Heatmap.h
Normal file
86
Native/Heatmap.h
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
// Heatmap
|
||||
// Francois "@Razoric480" Belair
|
||||
//
|
||||
// GDNative Godot Class that uses a floodfill algorithm. Radiating out from the player position, it covers the whole tilemap.
|
||||
// Each step removed adds one to the layer count. This can then be used by agents for quick
|
||||
// lookup based pathfinding, instead of calculating A-star paths or other, potentially more expensive pathfinding routines.
|
||||
|
||||
#ifndef HEATMAP_H
|
||||
#define HEATMAP_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node2D.hpp>
|
||||
#include <vector>
|
||||
#include <future>
|
||||
|
||||
namespace godot {
|
||||
//Forward declarations
|
||||
class TileMap;
|
||||
|
||||
// HeatCell. Simple structure used by the `refresh_cells_heat` member function to contain both
|
||||
// position and current layer in the flood fill search.
|
||||
struct HeatCell {
|
||||
HeatCell(Vector2 t_position, int t_layer) {
|
||||
position = t_position;
|
||||
layer = t_layer;
|
||||
}
|
||||
Vector2 position;
|
||||
int layer;
|
||||
|
||||
bool operator ==(HeatCell const& other) {
|
||||
return other.layer == layer && other.position == position;
|
||||
}
|
||||
|
||||
bool operator !=(HeatCell const& other) {
|
||||
return other.layer != layer || other.position != position;
|
||||
}
|
||||
};
|
||||
|
||||
class Heatmap : public Node2D {
|
||||
GODOT_CLASS(Heatmap, Node2D)
|
||||
|
||||
public:
|
||||
Heatmap();
|
||||
~Heatmap();
|
||||
|
||||
static void _register_methods();
|
||||
|
||||
void _init();
|
||||
void _ready();
|
||||
void _draw();
|
||||
void _process(float delta);
|
||||
|
||||
Vector2 best_direction_for(Vector2 t_location, bool t_is_world_location);
|
||||
unsigned int calculate_point_index(Vector2 t_point);
|
||||
unsigned int calculate_point_index_for_world_position(Vector2 t_world_position);
|
||||
|
||||
private:
|
||||
void find_all_obstacles();
|
||||
Vector2 refresh_cells_heat(Vector2 t_cell_position);
|
||||
bool is_out_of_bounds(Vector2 t_position);
|
||||
void on_Events_player_moved(Node2D* t_player);
|
||||
void thread_done(Vector2 t_cell_position);
|
||||
|
||||
private:
|
||||
NodePath m_pathfinding_tilemap;
|
||||
bool m_draw_debug;
|
||||
|
||||
TileMap* m_grid;
|
||||
Rect2 m_map_limits;
|
||||
float m_x_min;
|
||||
float m_x_max;
|
||||
float m_y_min;
|
||||
float m_y_max;
|
||||
int m_max_heat;
|
||||
int m_max_heat_cache;
|
||||
bool m_updating;
|
||||
|
||||
std::vector<int> m_cells_heat;
|
||||
std::vector<int> m_cells_heat_cache;
|
||||
std::vector<Vector2> m_obstacles;
|
||||
Vector2 m_last_player_cell_position;
|
||||
std::future<Vector2> m_future;
|
||||
};
|
||||
}
|
||||
|
||||
#endif /* HEATMAP_H */
|
||||
25
Native/Heatmap.sln
Normal file
25
Native/Heatmap.sln
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.29230.47
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Heatmap", "Heatmap.vcxproj", "{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}.Debug|x64.Build.0 = Debug|x64
|
||||
{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}.Release|x64.ActiveCfg = Release|x64
|
||||
{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {6B60736E-491D-46DB-B927-593F9A8CEDF2}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
110
Native/Heatmap.vcxproj
Normal file
110
Native/Heatmap.vcxproj
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Heatmap.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="gdlibrary.cpp" />
|
||||
<ClCompile Include="Heatmap.cpp" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
<ProjectGuid>{95F50422-B0D5-44A4-8A83-3B56BFC6B7B0}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>Heatmap</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>E:\Projects\Games\GDQuest\GDNative\godot-cpp\include;E:\Projects\Games\GDQuest\GDNative\godot-cpp\include\core;E:\Projects\Games\GDQuest\GDNative\godot-cpp\include\gen;E:\Projects\Games\GDQuest\GDNative\godot-cpp\godot_headers;$(IncludePath)</IncludePath>
|
||||
<TargetName>libheatmap</TargetName>
|
||||
<LibraryPath>E:\Projects\Games\GDQuest\GDNative\godot-cpp\bin;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>..\game\assets\libraries\win64\</OutDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>E:\Projects\Games\GDQuest\GDNative\godot-cpp\include;E:\Projects\Games\GDQuest\GDNative\godot-cpp\include\core;E:\Projects\Games\GDQuest\GDNative\godot-cpp\include\gen;E:\Projects\Games\GDQuest\GDNative\godot-cpp\godot_headers;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>E:\Projects\Games\GDQuest\GDNative\godot-cpp\bin;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>..\game\assets\libraries\win64\</OutDir>
|
||||
<TargetName>libheatmap</TargetName>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;HEATMAP_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeaderFile>
|
||||
</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>libgodot-cpp.windows.debug.64.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;HEATMAP_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeaderFile>
|
||||
</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>libgodot-cpp.windows.release.64.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
30
Native/Heatmap.vcxproj.filters
Normal file
30
Native/Heatmap.vcxproj.filters
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Heatmap.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="gdlibrary.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Heatmap.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
15
Native/gdlibrary.cpp
Normal file
15
Native/gdlibrary.cpp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#include "Heatmap.h"
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
|
||||
godot::Godot::gdnative_init(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
|
||||
godot::Godot::gdnative_terminate(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
|
||||
godot::Godot::nativescript_init(handle);
|
||||
|
||||
godot::register_class<godot::Heatmap>();
|
||||
}
|
||||
14
game/assets/libraries/heatmap.gdnlib
Normal file
14
game/assets/libraries/heatmap.gdnlib
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
[general]
|
||||
|
||||
singleton=false
|
||||
load_once=true
|
||||
symbol_prefix="godot_"
|
||||
reloadable=true
|
||||
|
||||
[entry]
|
||||
|
||||
Windows.64="res://assets/libraries/win64/libheatmap.dll"
|
||||
|
||||
[dependencies]
|
||||
|
||||
Windows.64=[ ]
|
||||
|
|
@ -59,6 +59,11 @@ _global_script_classes=[ {
|
|||
"language": "GDScript",
|
||||
"path": "res://src/Player/FloorDetector.gd"
|
||||
}, {
|
||||
"base": "SteeringBehavior2D",
|
||||
"class": "FollowHeatmapBehavior2D",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "Hit",
|
||||
"language": "GDScript",
|
||||
|
|
@ -140,6 +145,7 @@ _global_script_class_icons={
|
|||
"EvadeBehavior2D": "",
|
||||
"FleeBehavior2D": "",
|
||||
"FloorDetector": "",
|
||||
"FollowHeatmapBehavior2D": "",
|
||||
"Hit": "",
|
||||
"Hook": "res://assets/icons/icon_hook.svg",
|
||||
"HookTarget": "",
|
||||
|
|
|
|||
8
game/src/AI/Heatmap.gdns
Normal file
8
game/src/AI/Heatmap.gdns
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_resource type="NativeScript" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://assets/libraries/heatmap.gdnlib" type="GDNativeLibrary" id=1]
|
||||
|
||||
[resource]
|
||||
resource_name = "heatmap"
|
||||
class_name = "Heatmap"
|
||||
library = ExtResource( 1 )
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
extends SteeringBehavior2D
|
||||
class_name FollowHeatmapBehavior2D
|
||||
"""
|
||||
A 2D steering behavior that expects a heatmap to be somewhere in the scene.
|
||||
It uses that to figure out where it should be going - from large values in its cell
|
||||
towards smaller values, with 0 being the goal.
|
||||
"""
|
||||
|
||||
|
||||
var _heatmap #should be able to do `var _heatmap :Heatmap` here because the GDNS file
|
||||
# has `Heatmap` in class_name but it doesn't work and I get type not defined errors.
|
||||
# Bug, or am I being dumb?
|
||||
|
||||
var _last_point_index: int = INF
|
||||
var _last_velocity: = Vector2(0, 0)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_heatmap = get_tree().root.find_node("Heatmap", true, false)
|
||||
assert _heatmap
|
||||
|
||||
|
||||
func _calculate_steering_internal(steering: SteeringMotion2D) -> SteeringMotion2D:
|
||||
var actor = get_actor()
|
||||
var point_index: int = _heatmap.calculate_point_index_for_world_position(actor.global_position)
|
||||
if point_index != _last_point_index:
|
||||
_last_point_index = point_index
|
||||
var to_target: Vector2 = _heatmap.best_direction_for(actor.global_position, true)
|
||||
|
||||
steering.velocity = to_target * controller.max_acceleration
|
||||
_last_velocity = steering.velocity
|
||||
else:
|
||||
steering.velocity = _last_velocity
|
||||
|
||||
steering.angular_velocity = 0
|
||||
return steering
|
||||
16
game/src/AI/SwarmerEnemy.gd
Normal file
16
game/src/AI/SwarmerEnemy.gd
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
extends Node2D
|
||||
"""
|
||||
Basic controller for a node2D - its behavior checks the heatmap and points
|
||||
its directional vector towards the less heat (the 'goal')
|
||||
"""
|
||||
|
||||
|
||||
onready var behavior: FollowHeatmapBehavior2D = $BehaviorController2D/FollowHeatmapBehavior2D
|
||||
|
||||
var _motion: SteeringMotion2D = SteeringMotion2D.new()
|
||||
var speed: float = 250
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var desired_velocity: = behavior.calculate_steering(_motion)
|
||||
position += _motion.velocity.normalized() * speed * delta
|
||||
23
game/src/AI/SwarmerEnemy.tscn
Normal file
23
game/src/AI/SwarmerEnemy.tscn
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://src/AI/SwarmerEnemy.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/Player/Rectangle.gd" type="Script" id=2]
|
||||
[ext_resource path="res://src/AI/Steering/BehaviorController2D.gd" type="Script" id=3]
|
||||
[ext_resource path="res://src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd" type="Script" id=4]
|
||||
|
||||
[node name="SwarmerEnemy" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Body" type="Node2D" parent="."]
|
||||
script = ExtResource( 2 )
|
||||
size = Vector2( 24, 24 )
|
||||
outline = Vector2( 6, 6 )
|
||||
color_fill = Color( 0.580392, 0.294118, 0.737255, 1 )
|
||||
color_outline = Color( 0.27451, 0.12549, 0.807843, 1 )
|
||||
|
||||
[node name="BehaviorController2D" type="Node" parent="."]
|
||||
script = ExtResource( 3 )
|
||||
actor_path = NodePath("..")
|
||||
|
||||
[node name="FollowHeatmapBehavior2D" type="Node" parent="BehaviorController2D"]
|
||||
script = ExtResource( 4 )
|
||||
30
game/src/AI/SwarmerSpawner.gd
Normal file
30
game/src/AI/SwarmerSpawner.gd
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
extends Node2D
|
||||
"""
|
||||
Spawns a number of swarmer enemies in the scene, who use the heatmap behavior
|
||||
to chase the player for economical pathfinding.
|
||||
"""
|
||||
|
||||
|
||||
export var spawner_count: = 50
|
||||
export var spawn_per_frame: = 10
|
||||
export var swarmer: PackedScene
|
||||
export var spawn_radius: = 200
|
||||
export var minimum_speed: float = 200
|
||||
export var maximum_speed: float = 300
|
||||
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
var r_squared: = spawn_radius*spawn_radius
|
||||
|
||||
for i in range(spawner_count):
|
||||
if i % spawn_per_frame:
|
||||
yield(get_tree(), "idle_frame")
|
||||
var x: = rand_range(-spawn_radius, spawn_radius)
|
||||
var y: = rand_range(-1, 1) * sqrt(r_squared-x*x)
|
||||
|
||||
var instance: = swarmer.instance()
|
||||
instance.set_name("Swarmer%s"% i)
|
||||
add_child(instance)
|
||||
instance.speed = rand_range(minimum_speed, maximum_speed)
|
||||
instance.global_position = global_position + Vector2(x,y)
|
||||
8
game/src/AI/SwarmerSpawner.tscn
Normal file
8
game/src/AI/SwarmerSpawner.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://src/AI/SwarmerSpawner.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/AI/SwarmerEnemy.tscn" type="PackedScene" id=2]
|
||||
|
||||
[node name="SwarmerSpawner" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
swarmer = ExtResource( 2 )
|
||||
File diff suppressed because one or more lines are too long
Loading…
Add table
Add a link
Reference in a new issue