summaryrefslogtreecommitdiff
path: root/Scenes/Entities/Enemies/Snake.gd
diff options
context:
space:
mode:
Diffstat (limited to 'Scenes/Entities/Enemies/Snake.gd')
-rw-r--r--Scenes/Entities/Enemies/Snake.gd15
1 files changed, 9 insertions, 6 deletions
diff --git a/Scenes/Entities/Enemies/Snake.gd b/Scenes/Entities/Enemies/Snake.gd
index a87ecf0..af09990 100644
--- a/Scenes/Entities/Enemies/Snake.gd
+++ b/Scenes/Entities/Enemies/Snake.gd
@@ -1,7 +1,7 @@
extends CharacterBody2D
-@export var speed: float = 10
+@export var speed: float = 1
static var detected_bombs = []
var did_detect_bomb = false
@@ -32,7 +32,9 @@ func _ready():
add_to_group("enemies")
component_collision.init()
+
component_movement.SPEED = speed
+ component_movement.init()
func _physics_process(delta):
@@ -71,18 +73,19 @@ func _physics_process(delta):
if $DetectionArea.get_overlapping_bodies().has(detected_bomb):
_on_detection_area_body_entered(detected_bomb)
elif did_detect_bomb:
- component_movement.CURRENT_DIRECTION = detected_bomb_direction
+ component_movement.FIXED_DIRECTION = detected_bomb_direction
- if not is_animating_state:
- component_movement.physics_process(delta)
+ #if not is_animating_state:
+ #component_movement.physics_process(delta)
func set_animating_state(state: bool):
is_animating_state = state
if is_animating_state:
- component_movement.MovementTimer.stop()
+ component_movement.pause()
+ component_movement.FIXED_DIRECTION = null
else:
- component_movement.MovementTimer.start()
+ component_movement.unpause()
func _on_detection_area_body_entered(_body):