Implemented demon enemy combat, enemy knockback, and directional player attacks
- Added Demon enemy scene with detection, pursuit, attack, hurt, and death states - Configured Demon collision layers, detection area, and attack hitbox - Fixed Demon movement to pursue player horizontally and attack at close range - Allowed enemy/player overlap for melee combat encounters - Added enemy damage and death handling - Added knockback system for enemies when hit - Fixed player punch hitbox positioning based on facing direction - Corrected directional melee attacks so enemies can be hit from both left and right sides - Fixed collision mask issues affecting floors and enemy detection - Improved memory piece pickup interaction to support button-based collection - Continued testing and debugging combat interactions in Graveyard and Demon levels
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f0d3931c37
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13f95562a7
7 files changed
+90
-14
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+24
-2
@@ -14,6 +14,7 @@ var is_dead := false
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var is_hurt := false
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var is_attacking := false
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var attack_cooldown := false
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var knockback_velocity := Vector2.ZERO
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func _ready() -> void:
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health = max_health
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@@ -28,7 +29,18 @@ func _physics_process(_delta: float) -> void:
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if is_dead:
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return
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if is_hurt or is_attacking:
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if is_hurt:
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velocity = knockback_velocity
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knockback_velocity = knockback_velocity.move_toward(
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Vector2.ZERO,
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800 * _delta
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)
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move_and_slide()
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return
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if is_attacking:
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velocity = Vector2.ZERO
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move_and_slide()
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return
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@@ -92,11 +104,20 @@ func take_damage(amount: int = 1) -> void:
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if health <= 0:
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die()
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else:
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is_hurt = true
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velocity = Vector2.ZERO
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if player:
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var knockback_direction = sign(global_position.x - player.global_position.x)
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knockback_velocity = Vector2(knockback_direction * 200, 0)
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sprite.play("hurt")
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await get_tree().create_timer(0.3).timeout
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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func die() -> void:
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if is_dead:
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return
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@@ -119,6 +140,7 @@ func _on_detection_body_exited(body: Node) -> void:
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func _on_animation_finished() -> void:
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if sprite.animation == "hurt":
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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if sprite.animation == "attack":
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is_attacking = false
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+32
-4
@@ -13,7 +13,7 @@ const JUMP_VELOCITY = -400.0
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@onready var child_graphic: AnimatedSprite2D = $ChildGraphic
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@onready var punch_hitbox: Area2D = $PunchHitbox
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var using_child_form := false
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var punch_hitbox_start_x := 0.0
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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@@ -122,11 +122,38 @@ func handle_movement(_delta):
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if direction < 0:
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facing = FaceDirection.LEFT
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get_active_graphic().flip_h = true
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punch_hitbox.position.x = -punch_hitbox_start_x
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if direction > 0:
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facing = FaceDirection.RIGHT
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get_active_graphic().flip_h = false
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punch_hitbox.position.x = punch_hitbox_start_x
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if current_state == State.PUNCH:
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velocity.x = 0
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return
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func update_punch_hitbox_position() -> void:
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if facing == FaceDirection.LEFT:
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punch_hitbox.position.x = -punch_hitbox_start_x
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else:
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punch_hitbox.position.x = punch_hitbox_start_x
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print("Facing: ", facing)
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print("PunchHitbox X: ", punch_hitbox.position.x)
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func handle_input():
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direction = Input.get_axis("ui_left", "ui_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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current_state = State.JUMP
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@@ -134,7 +161,9 @@ func handle_input():
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if Input.is_action_just_pressed("attack"):
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print("ATTACK PRESSED")
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update_punch_hitbox_position()
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current_state = State.PUNCH
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await get_tree().create_timer(0.25).timeout
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_do_punch_damage()
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if Input.is_action_just_pressed("shove") && pushEnabled:
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@@ -154,9 +183,6 @@ func handle_input():
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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# Get the input direction and handle the movement/deceleration.
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direction = Input.get_axis("ui_left", "ui_right")
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func handle_collisions():
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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@@ -188,6 +214,7 @@ func _ready() -> void:
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_set_stair_collision(false)
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floor_max_angle = deg_to_rad(60)
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punch_hitbox.monitoring = false
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punch_hitbox_start_x = abs(punch_hitbox.position.x)
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func set_camera_limits(left: int, top: int, right: int, bottom: int) -> void:
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camera.limit_left = left
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@@ -251,6 +278,7 @@ func _do_punch_damage() -> void:
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punch_hitbox.monitoring = true
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await get_tree().physics_frame
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await get_tree().physics_frame
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var bodies = punch_hitbox.get_overlapping_bodies()
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print("Punch overlaps: ", bodies.size())
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+24
-3
@@ -10,7 +10,7 @@ extends CharacterBody2D
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@export var memory_wardrobe: Node2D
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var detection_area: Area2D = $Area2D
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@onready var detection_area: Area2D = $DetectionArea
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@onready var attack_hitbox = $AttackHitbox
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@@ -20,6 +20,7 @@ var is_dead := false
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var is_hurt := false
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var is_attacking := false
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var attack_cooldown := false
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var knockback_velocity := Vector2.ZERO
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func _ready() -> void:
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health = max_health
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@@ -38,7 +39,18 @@ func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity.y += gravity * delta
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if is_hurt or is_attacking:
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if is_hurt:
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velocity = knockback_velocity
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knockback_velocity = knockback_velocity.move_toward(
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Vector2.ZERO,
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800 * delta
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)
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move_and_slide()
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return
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if is_attacking:
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velocity.x = 0
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move_and_slide()
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return
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@@ -105,9 +117,17 @@ func take_damage(amount: int = 1) -> void:
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die()
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else:
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is_hurt = true
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velocity.x = 0
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if player:
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var knockback_direction = sign(global_position.x - player.global_position.x)
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knockback_velocity = Vector2(knockback_direction * 125, 0)
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sprite.play("hurt")
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await get_tree().create_timer(0.3).timeout
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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func die() -> void:
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if is_dead:
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return
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@@ -130,6 +150,7 @@ func _on_detection_body_exited(body: Node) -> void:
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func _on_animation_finished() -> void:
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if sprite.animation == "hurt":
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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if sprite.animation == "attack":
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is_attacking = false
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