extends Node signal direction_changed @export_node_path("CharacterBody2D") var entityPath: NodePath @onready var entity: CharacterBody2D = get_node(entityPath) @export_node_path("AnimatedSprite2D") var spritePath: NodePath @onready var sprite: AnimatedSprite2D = get_node(spritePath) @export var SPEED: int 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 MovementTimer.autostart = true MovementTimer.connect("timeout", Callable(_on_movement_timer_timeout)) add_child(MovementTimer) func physics_process(delta): if CURRENT_DIRECTION == Vector2.UP: entity.velocity.y -= SPEED if sprite.sprite_frames.has_animation("up"): sprite.play("up") elif CURRENT_DIRECTION == Vector2.DOWN: entity.velocity.y += SPEED if sprite.sprite_frames.has_animation("down"): sprite.play("down") elif CURRENT_DIRECTION == Vector2.LEFT: entity.velocity.x -= SPEED if sprite.sprite_frames.has_animation("leftup"): sprite.play("left") elif CURRENT_DIRECTION == Vector2.RIGHT: entity.velocity.x += SPEED 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 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()