godot-shooter / files / actors / Enemy.tscn
Enemy.tscn
| 2023-11-30 | 6a08f6b | Enemy sprite is 64x64, so setting nav radius to 35. | Pavel Safronov |
| 2023-11-30 | 6ad40ce | Enemies now avoid colliding with each other and with the player. Other changes: - changed the "enemy rams player and destroys itself, dealing damage to player", since soon the enemies will be shooting the player (and maybe close proximity will just cause an explosion of enemy) - the target on the enemies is now faded - removed a bunch of log calls | Pavel Safronov |
| 2023-11-30 | 1702bad | Got the object avoidance working for a single enemy. | Pavel Safronov |
| 2023-11-30 | de59c05 | Got navigation working, but with caveats: - Needed to add a big NavigationPolygonInstance to world scene, and this determines where the enemies can travel. This needs to be either an infinite polygon, or it has to be adjusted in real-time, or something. - the enemies aren't avoiding each other yet | Pavel Safronov |
| 2023-11-29 | 4c85b9c | Fixed issue with enemies not following the player. | Pavel Safronov |
| 2023-11-29 | 023ec2f | Starting to implement navigation logic using the NavigationAgend2D. Current state: works fine if there's just one enemy, but only navigates one enemy if there are multiple enemies. It's also not clear if the enemy collision bounds are being respected. | Pavel Safronov |
| 2023-11-27 | 2b4497b | Added damage labels that pop up whenever ships are damaged, or when the player is healed by HP pick-ups. | Pavel Safronov |
| 2023-11-19 | 8adb41d | Replaced enemy and player health label with color progress bars. | Pavel Safronov |
| 2023-11-17 | 1693803 | Move code into appropriate folders, there are no more important files in the root. | Pavel Safronov |