diff options
author | Daniel Weipert <git@mail.dweipert.de> | 2024-04-27 20:06:49 +0200 |
---|---|---|
committer | Daniel Weipert <git@mail.dweipert.de> | 2024-04-27 20:06:49 +0200 |
commit | 81cc6f1d22677dd4a60aa9377c91b291bf10e523 (patch) | |
tree | 9c22712a9746ed0598a44be6e88727d021436860 /Scenes/Entities/Enemies/Components/Movement.gd | |
parent | c8a316e4b8987dad963656a34665fa0e23dedcb1 (diff) |
update
Diffstat (limited to 'Scenes/Entities/Enemies/Components/Movement.gd')
-rw-r--r-- | Scenes/Entities/Enemies/Components/Movement.gd | 57 |
1 files changed, 47 insertions, 10 deletions
diff --git a/Scenes/Entities/Enemies/Components/Movement.gd b/Scenes/Entities/Enemies/Components/Movement.gd index 6ded026..28b374d 100644 --- a/Scenes/Entities/Enemies/Components/Movement.gd +++ b/Scenes/Entities/Enemies/Components/Movement.gd @@ -13,10 +13,15 @@ signal direction_changed const DIRECTIONS = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT] var CURRENT_DIRECTION = Vector2.UP +var LAST_DIRECTION = Vector2.UP +var was_colliding = false @export var timer_time: float = 3.0 @onready var MovementTimer: Timer = Timer.new() +@export var follows: bool = false +@export_range(1, 100, 1) var follow_chance: int = 100 + func _ready(): MovementTimer.wait_time = timer_time @@ -28,35 +33,67 @@ func _ready(): func physics_process(delta): if CURRENT_DIRECTION == Vector2.UP: entity.velocity.y -= SPEED - sprite.play("up") + if sprite.sprite_frames.has_animation("up"): + sprite.play("up") elif CURRENT_DIRECTION == Vector2.DOWN: entity.velocity.y += SPEED - sprite.play("down") + if sprite.sprite_frames.has_animation("down"): + sprite.play("down") elif CURRENT_DIRECTION == Vector2.LEFT: entity.velocity.x -= SPEED - sprite.play("left") + if sprite.sprite_frames.has_animation("leftup"): + sprite.play("left") elif CURRENT_DIRECTION == Vector2.RIGHT: entity.velocity.x += SPEED - sprite.play("right") + if sprite.sprite_frames.has_animation("right"): + sprite.play("right") + + if sprite.sprite_frames.has_animation("default"): + sprite.play("default") var collision = entity.move_and_collide(entity.velocity * delta) entity.velocity = entity.velocity.lerp(Vector2(0, 0), 1) # speed too low => no collision if collision: + was_colliding = true if MovementTimer.time_left > 0: _on_movement_timer_timeout() + else: + was_colliding = false return collision func _on_movement_timer_timeout(): - var directions = DIRECTIONS.duplicate() - - directions.remove_at(directions.find(CURRENT_DIRECTION)) - directions.shuffle() - - CURRENT_DIRECTION = directions[0] + var randomize_direction = false + + if follows and randi_range(0, 100) <= follow_chance: + var player_direction = entity.position.direction_to(Global.player.position) + if abs(player_direction.x) >= abs(player_direction.y): + if player_direction.x >= 0: + CURRENT_DIRECTION = Vector2.RIGHT + elif player_direction.x < 0: + CURRENT_DIRECTION = Vector2.LEFT + elif abs(player_direction.y) > abs(player_direction.x): + if player_direction.y >= 0: + CURRENT_DIRECTION = Vector2.DOWN + elif player_direction.y < 0: + CURRENT_DIRECTION = Vector2.UP + + if was_colliding and LAST_DIRECTION == CURRENT_DIRECTION: + randomize_direction = true + else: + randomize_direction = true + + if randomize_direction: + var directions = DIRECTIONS.duplicate() + + directions.remove_at(directions.find(CURRENT_DIRECTION)) + directions.shuffle() + + CURRENT_DIRECTION = directions[0] emit_signal("direction_changed", CURRENT_DIRECTION) + LAST_DIRECTION = CURRENT_DIRECTION MovementTimer.start() |