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class_name ComponentMovement
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("left"):
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
if not sprite.sprite_frames.has_animation("default"):
var frame = sprite.frame
var progress = sprite.frame_progress
if CURRENT_DIRECTION == Vector2.UP and sprite.sprite_frames.has_animation("up"):
sprite.play("up")
elif CURRENT_DIRECTION == Vector2.DOWN and sprite.sprite_frames.has_animation("down"):
sprite.play("down")
elif CURRENT_DIRECTION == Vector2.LEFT and sprite.sprite_frames.has_animation("left"):
sprite.play("left")
elif CURRENT_DIRECTION == Vector2.RIGHT and sprite.sprite_frames.has_animation("right"):
sprite.play("right")
sprite.set_frame_and_progress(frame, progress)
MovementTimer.start()
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